ISSUE 385 | MARCH 2010
POWER OF DRAGONS
By Greg Tito
Learn how some dragonborn, as well as members of other races, have found
immense power by tying themselves to different metallic dragons.
POWER OF THE MIND: THE KALASHTAR
By Keith Baker
The Kalashtar are one of the least understood races in Eberron. Discover
more about this unique race, as well as their ties to the psionic power source.
46
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THE MINOTAURS OF MISTWATCH
By Steve Townshend
If you’re looking for a place for your minotaur character to call home,
consider Mistwatch, a community of minotaurs that has removed itself to
a corner of the world guarded by immense pillars of stone and concealing
50
23
27
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SPELLSCARRED
By Daniel Jones
The spellscars of the Forgotten Realms continue to manifest in unique ways.
MAGIC ITEM RITUALS
By Peter Schaefer
Each of these unique rituals enhances several of your favorite magic items.
CLASS ACTS: ASSASSIN
By Robert J. Schwalb
Discover the hybrid options for the assassin, as well as several new
feats for assassins of several stripes.
53
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CLASS ACTS: SHAMAN
By Russelljones and Jeramy Pappas
New paragon paths for shaman characters focus their spiritual affinities.
CLASS ACTS: FIGHTER
By Daniel Jones
These new powers enhance a fighter’s ability to fight with a shield.
CLASS ACTS: SORCERER
By JeffMorgenroth
The luckbender wagers on the outcome of every event, large or small-and
twists many of them to his own will.
CLASS ACTS: SWORDMAGE
By Matt Janies
Learn about Spellbinders, a group of swordmages who seek to find the
perfect balance of sword and spell.
CLASS ACTS: WIZARD
By Daniel Marthaler
These new summoning powers give wizards powerful new allies-who will
turn on them at the first opportunity.
WINNING RACES: DEVA
By Rodney Thompson
These two new racial epic destinies allow a deva to realize his or her full
potential.
62
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WINNING RACES: ELVES
By Craig Bishell
The Valenar elves have a combat style all their own. Discover their secrets for
yourself!
WINNING RACES: HALF-ELVES
By James Auwaerter
These new character options give half-elves, the ultimate dabblers, new ways
to define “dilettante.”
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WINNING RACES: WARFORGED
By Logan Bonner
Some warforged have taken the idea of self-improvement to a new level via
these new body modifications.
CHANNEL DIVINITY: MORADIN
By Michael Haneline
Three sects of Moradin worshipers, each devoted to a different sacred calling
and dedicated to expanding the influence of the Soul Forger.
CHANNEL DIVINITY: IOUN
By Andrew Schneider
A group known as the Preservers seek to collect and guard knowledge in any
form, all in Ioun’s name.
ON THE COVER
Illustration by Zoltan Boros &
Gabor Szikszai
EDITORIAL
82 CONFESSIONS OF A FULL TIME WIZARD
By Shelley Mazzanoble
D&D’s “Player-in-Chief” shares more of her
wisdom and insight.
87 D&D PLAY REPORT
By Chris Tulach
Join Chris Tulach as he talks about what’s going
on with official D&D play, the community, and
upcoming events!
90 AMPERSAND
By Bill Slavicsek
Bill discusses more of the changes in store for
D&D in 2009.
EDITORIAL
- 1 385 Y-
DRAGON ^ ' March 2010
Editor-in-Chief
Senior Art Director
Web Specialist
Web Production
Contributing Authors
Developers
Cover Artist
Contributing Artists
Publishing Production Specialists
Web Development
D&D Creative Manager
Executive Producer,
D&D Insider
Director of RPC R&D
Chris Youngs
Jon Schindehette
Steve Winter
Bart Carroll
James Auwaerter, Keith Baker,
Craig Bishell, Logan Bonner,
Michael Haneline, Matt James,
Daniel Jones, Russell Jones, Daniel
Marthaler, Shelly Mazzanoblejeff
Morgenrothjeramy Pappas, Peter
Schaefer, Andrew Schneider,
Robert J. Schwalb, Bill Slavicsek,
Rodney Thompson, Greg Tito,
Steve Townshend, Chris Tulach,
Peter Schaefer, Stephen
Schubert, Rodney Thompson
Miranda Horner
Zoltan Boros & Gabor Szikszai
Alexey Aparin, Zoltan Boros,
Vincent Dutrait, Mike Faille, Tyler
Jacobson, William O’Connor, John
Stanko, Sarah Stone, Gabor
Szikszai, Peter Tikos, Tyler
Walpole, Eva Widermann
Angelika Lokotz, Erin Dorries,
Christopher Tardiff
Mark A. Jindra
Christopher Perkins
Chris Champagne
Bill Slavicsek
Special Thanks
Richard Baker, Greg Bilsland, Michele Carter, Jennifer Clarke Wilkes, Andy
Collins, Bruce R. Cordell, Jeremy Crawford, Peter Lee, Mike Mearls, Kim Mo¬
han, Cal Moore, Peter Schaefer, Stephen Schubert, Matthew Sernett, Rodney
Thompson, James Wyatt
Where Do They Come
From
Each month, Dragons digital pages are filled with twelve to
fifteen articles. They range in length from two pages to ten.
They cover as wide a range of topics as we can cram into the
space allotted. (While we don’t worry about page count in
digital space, we do worry about our budget and word count.)
Where do articles come from? How do we decide what
makes an issue? Trevor Kidd, our community manager, has
been poking me for months to write an editorial about these
topics. “Chris, the people want to know our process!” he’ll say.
To which I reply, “Why? It’s kind of boring.”
But he’s insistent and he has posts on the forums to support
him, so I’m caving. If you’re bored, blame Trevor.
It begins with the submissions inbox, submissions@wiz-
ards.com. If you have a great idea, if you spot some D&D topic
that needs elaboration, or if you just want a new toy for your
favorite character, this is where to start. Here are a few more
♦ When you send us an email with your pitch, be interesting!
We all think our ideas are fascinating—I’m no exception.
Goa step further, and ask yourself whether your idea will
be interesting to gamerdom at large. If you’re playing a
dhampyr shadar-kai hybrid rogue/cleric who specializes
in using the khopesh, that’s awesome. If you pitch us new
khopesh feats for dhampyr shadar-kai hybrid rogue/clerics,
you’ll have a hard time making the case. That article might
be super great for your character, but you might be the only
one playing that combo. (Scratch that-that sounds cool
enough to be my next character. The point still stands.) It’s
also always a good idea to hone your ideas with friends or
the regulars at the local game store.
♦ Once you have a solid idea, work up that email. Put the mag¬
azine you’re targeting in the subject line (Dragon runs player
content, Dungeon runs DM content). Include the name of the
article series that your pitch is intended for, if any. For exam¬
ple, if you’re writing a Class Acts: Fighter article for Dragon,
the subject line should convey that information. It’s okay to
send multiple proposals in a single email; note the number
of pitches in the subject line as well. A strong subject line
helps us pluck your email from the swarm.
♦ Describe your article as concisely and clearly as possible. A
pitch is not a full article or even an outline. A few hundred
words (300 or fewer) should suffice. If it doesn’t, you’re
explaining too much or your idea is too complicated.
♦ Have a friend proofread your email before hitting send.
You’re sending a resume to a potential employer who’s hiring
writers; typos and unclear language hurt your chances.
Once your pitch hits our inbox, we’ll read it and decide
yes, no ... or maybe. If we’re not interested, you won’t hear
from us. Like most large publishers, we get too many propos¬
als to send even form rejections. If we’re interested, you’ll
get an email asking for an outline, along with requests for
changes, within sixty days. In the case of a maybe, you might
not hear from us for longer than our normal sixty-day wait¬
ing period, but then you’ll get an email out of the blue. This
is because we flagged your pitch as interesting but not some¬
thing we can use in the next several months (usually because
it’s related to an unreleased or even unannounced product).
Once we contact you, we’ll go back and forth over several
drafts of the outline, hammering out the minutiae. There will
be some paperwork at this stage, including a confidentiality
agreement and a contract. The contract will include a dead¬
line, and we expect you to hit it. As with the outline, expect
to he asked for several revisions on your article. Once it gets
the green light, you’ll get paid and the article will see the light
of day, to be thoughtfully and considerately critiqued by your
fellow members of the online community. Ahem.
All in all, it’s a simple process. I hope you’re all inspired to
send us some fresh pitches. Our content is for you, by you—fan
contributions are what make these magazines so fantastic. Stay
tuned to the D&D Insider and Dungeons & Dragons com¬
munity pages, because we’re going to post requests for specific
topics there. But if you have a great idea that’s all yours, don’t be
shy about suggesting it. We can’t print what we don’t receive.
Above all, if we don’t reply to your submission, don’t get
discouraged. Keep sending, keep writing, and keep playing!
ck
Power of
Dragons
By Greg Tito
Illustration by William O'Connor
T hey say all dragonborn carry the innate
power of their larger cousins. Some have
learned to access the power that resides
in their draconic blood more completely than
others. They devote themselves to a cause or join
organizations that teach the secrets of unlocking a
draconic ancestry. These groups sometimes align
themselves with any variety of dragons, but metallic
dragons in particular are more interested in the
affairs of their more humanoid brethren. Copper
or silver, mercury or adamantine, all empowered
like-minded dragonborn. Rumors hint that the
mithral dragons of the Astral Sea grant dragonborn
and other mortal races alike the ability to commune
with them to do their will. The following Jive
paragon paths let your character tap into the power
of dragons.
TM & © 2010 Wizards of the Coast LLC. All rights reserved.
March 2010 | DRAGON 385
Power of Dragons
ARGENTUM ALLIANCE
“By the honor of Sephitherax, you oppress these people
no more!”
Prerequisite: Dragonborn
High atop the mountains in Hoar Frost Castle,
the mighty Sephitherax trains an elite corps of
dragonborn so that they can defend the innocent.
Honorable and decent people respect the Argentum
Alliance, and the unscrupulous and corrupt fear it.
All flights of chromatic dragons dread the justice of
the Alliance, but the white dragons especially seek
the destruction of Hoar Frost Castle. Backed by the
power of the ancient silver dragon Sephitherax, the
Alliance can help people overthrow evil despots or
theocrats. They are the first to respond to volcanic
eruptions or floods to maintain order and defend
people from those who might prey upon weakness.
An Argentum Agent is a savior and a welcome sight to
the impoverished.
Many a fierce dragonborn, inspired by the tales
of the bravery of the Alliance, makes his or her way
to the summit of the tallest mountain to Hoar Frost
Castle, where each expects to be judged by Sephith¬
erax. In the bailey yard of the castle, with thick ice
encrusting the flags and silverwork, each dragonborn
kneels before the hundred steps before the citadel.
The ancient silver questions each supplicant.
When Sephitherax raises his left claw, the candidate
is banished from Hoar Frost Castle immediately.
When the wise old dragon raises his right claw, the
supplicant might one day become an Argentum
Agent, but that day is not today. He or she is given
a hot meal and sent down the mountain with the
expectation that he or she will perform worthy tasks
before returning to the Castle one year hence to be
judged again. If the candidate is worthy, Sephitherax
pronounces him or her an Argentum Agent by raising
both claws and embracing the dragonborn. Rarely
is a dragonborn raised the first time he or she is pre¬
sented to Sephitherax; many are judged two or three
times before Sephitherax declares the supplicant an
Argentum Agent.
Brothers train at Hoar Frost Castle, and they learn
to harness the frigid winds from Sephitherax. The
color of the scales of an Argentum Agent fade over
time and are replaced with a metallic gleam. None
are sure if this transformation is due to the icy con¬
ditions or the proximity and blessing of the Heart
of Sephitherax, an amulet artifact bestowed to the
ancient silver by Bahamut.
Argentum Agent
Path Features
Argent Action (11th level): When you spend
an action point to make an attack, you mark each
enemy within 5 squares of you until the end of your
next turn.
Argent Breath (11th level): Your dragon breath
racial power deals cold damage in addition to any
damage type it dealt previously. Also, when you hit a
creature with dragon breath, the target takes ld6 extra
damage (2d6 extra at 21st level) and is slowed until
the end of your next turn.
Argent Protection (16th level): You gain resist
cold equal to 10 + half your level.
Argentum Agent Powers
Argent Judgment Argentum Agent Attack 11
With a vicious attack, the frost on your scales and weapon
freezes your opponent in places and locks its wrath upon you.
Encounter ♦ Cold, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier cold damage, and the target is
restrained until the end of your next turn.
Defend the Fallen Argentum Agent Utility 12
The cries of your ally callyour attention andyou rush to de¬
fend him or her.
Encounter ♦ Martial
Immediate Reaction Personal
Trigger: An ally within 10 squares of you falls prone or
becomes unconscious
Effect: You move twice your speed to a square adjacent to the
fallen ally. Both you and the ally gain a +2 power bonus to
all defenses until the end of your next turn.
Breath of Sephitherax
Argentum Agent Attack 20
You inhale deeply and blow out a frigid breath that turns the
very bones of your enemies to ice.
Daily ♦ Cold
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Strength, Constitution, or Dexterity + 9 vs. Reflex
Hit: 4d6 + Strength, Constitution, or Dexterity modifier cold
damage, and the target is restrained (save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage, and the target is restrained until the end of
March 2010 \ DRAGON 38S
Power of Dragons
Mercurial Assassin
“I can be in many places at once, or right behindyou, pre¬
tending to be your bestfriend.”
Prerequisite: Dragonborn, trained in Bluff or Stealth
The House ofMethys has always had a strong con¬
nection to quicksilver. As the story goes, the family
fortune was forged from a source of mercury dis¬
covered in one of their iron mines, with the wizards
and alchemists of the realm paying handsomely for
the rare liquid metal. At some point, though, rumors
spread that by digging for more mercury, the House
ofMethys awoke something powerful in the deeps.
Then, the rumors abruptly stopped, possibly because
anyone heard prying into the details about the noble
house died soon after.
What most folk don’t know is that a clan of twelve
mercury dragons served as the source of the Methys
fortune. The merchant house drained them of some
of their blood, which can be transformed through
ritual magic to pure mercury, and then sold the metal
to the highest bidder. At first, these mercury dragons
were amused that humans would pay so handsomely
for their blood, and their hoards grew at the cost
of a minute or two of pain. But when they learned
that Methys agents had stolen a clutch of a mercury
dragon’s eggs to harvest for the precious liquid metal,
they realized the scope of the Methys family’s hunger
for power. These twelve mercury dragons, maddened
with grief, turned on their business partners and
slaughtered the leaders, then used their polymorph
ability to assume their identities. Now the Methys
dragons have made it their mission to reacquire all
of the mercury that came from the dragon eggs by
tracking down the sales of the blood using the spotty
records the Methys agents kept, plus ensure that
knowledge of the ritual used to transform their blood
is erased from the world. They have vowed to never
again allow another agency to profit from their own
blood.
To help them in this endeavor, they turned to
group of dragonborn agents, gathered one by one.
Soon after the original members of House Methys
were dispatched, the twelve dragons discovered that
by infusing their blood into that of a dragonborn,
through a painful ritual colloquially called the Infu¬
sion, the dragonborn gained some abilities that
benefited them in their pursuit of their masters’ goal.
The mercurial assassins, as these dragonborn are
known, are then sent out to hunt down every drop of
mercury created from the foul ritual and bring it back
to House Methys. They are also charged with tracking
down any copies of the ritual that might exist. Assas¬
sinating those individuals who have some portion
of the mercury isn’t a primary objective, but it isn’t
exactly frowned upon either. The mercurial assassin
is rewarded no matter the circumstances.
Mercurial Assassin Path Features
Mercurial Agility (11th level): When you spend
an action point to take an extra action, you can also
take a move action.
Quicksilver Movement (11th level): You gain a
+1 bonus to speed and a +3 bonus to Stealth checks.
Fluid Shape (16th level): When an enemy makes
an opportunity attack against you, the enemy must
roll twice and use the lower result.
Fluid Counterattack Mercurial Assassin Attack 11
You become liquid metal and move to the other side of
your attacker, striking it before it has time to discover your
whereabouts.
Encounter ♦ Polymorph, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy makes a melee attack against you
Effect: You shift 3 squares to a square adjacent to the trigger¬
ing enemy.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Mercurial Disguise Mercurial Assassin Utility 12
Your form ripples as if it were water disturbed by a stone, and
your appearance changes.
At-Will ♦ Illusion, Polymorph
Minor Action Personal
Effect: You can assume the form of any Medium humanoid,
and you disguise your clothing and equipment to reflect
this change. You retain your statistics in your new form. The
new form lasts until you change form again.
Any creature that attempts to see through your ruse
makes an Insight check opposed by your Bluff check, and
you gain a +5 bonus to your check.
Streaking Mercury Mercurial Assassin Attack 20
Your weapon drips with quicksilver, and you attack the foe in
front of you, moving swiftly to the next target, throwing the
poisonous metal into its eyes.
Daily ♦ Poison, Weapon
Standard Action Melee weapon
Primary Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier poison damage, and ongoing 5
poison damage.
Miss: Half damage.
Effect: You can shift your speed and make a secondary attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: Dexterity vs. AC
Secondary Hit: 3[W] + Dexterity modifier damage, and the
target cannot see you (save ends).
Miss: Half damage.
March 2010 j DRAGON 38S
Power of Dragons
Adamant Instructor
“It is my destiny to unite the Great Teacher’s peoples once
Prerequisite: Dragonborn, any divine class
The Great Teacher was revered by all the peoples
of his underground realm. The ancient adamantine
dragon’s influence didn’t spread into the land of sun
and wind, but in the rock, ore, and fungus of the
Underdark, his benevolence erected an island of good
under the earth. Long ago, the Great Teacher rescued
a group of dragonborn that that were beset by deni¬
zens of the Underdark, and instead of returning to
the surface, these dragonborn devoted themselves to
the Adamantine. They became his Adamant Instruc¬
tors and together they forged a noble nation around
the Great Teacher’s hoard in the cavern complex they
called Adamanth. The dragonborn prospered under
the Teacher’s guidance, and Adamanth became a
haven for all that was good and strong. Even some
drow and duergar were drawn by the Great Teacher’s
benevolence to renounce their darker ways and live
in peace under the rule of the Adamant Instructors.
Then one day the Great Teacher departed Ada¬
manth to deal with a nasty group of purple dragons
that were slaughtering his people on the borders
of his influence. He never returned. For decades,
the Adamant Instructors have followed the Great
Teacher’s instructions, which were carved on a disk
of solid adamantine in flowing draconic script by the
ancient dragon before he departed. But the Adamant
Instructors are hard-pressed to keep hope alive in
Adamanth. Purple worms continue to assail them,
the drow are assembling an army, and rumors say
that mind flayers are stirring in the deep caves to
the west. In the absence of the Great Teacher, it is up
to the Adamant Instructors to lead the adamantine
dragon’s people through these dark times.
Adamant Instructor Path Features
Instructed Action (11th level): When you spend
an action point to take an extra action, you and each
ally within 5 squares of you gain a +2 power bonus
to the next attack roll made before the end of your
next turn.
Thunderous Teachings (11th level): Your dragon
breath racial power deals thunder damage in addition
to any damage type it might have dealt previously. In
addition, when you hit a creature with dragon breath,
the target takes ld6 extra damage (2d6 extra at 21st
level) and you can push the target 1 square.
Insightful Negotiator (16th level): You gain a +3
bonus to Insight checks. In addition, you can make an
Insight check in place of any Diplomacy check.
Adamantine Blast Adamant Instructor Attack 11
You rear back your scaled head and let loose a mighty roar,
distracting all those in your path.
Encounter ♦ Divine, Thunder
Standard Action Close blast 5
Target: Each creature in blast
Attack: Charisma or Wisdom + 6 vs. Reflex
Level 21: Charisma or Wisdom + 9 vs. Reflex
Hit: 2d8 + Wisdom modifier thunder damage, and the target
grants combat advantage until the end of your next turn.
An inspired speech escapes your scaled lips, inspiring your al¬
lies with words reminiscent of the Great Teacher’s instructions.
Daily ♦ Divine
Minor Action Close burst S
Target: You and each ally in burst
Effect: The target gains a +2 power bonus to all defenses until
the end of the encounter.
Demand Fealty Adamant Instructor Attack 20
You beckon toward the enemy and impress the will of the
Great Teacher upon him.
Daily ♦ Charm, Divine, Implement, Psychic, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom or Charisma vs. Will
Hit: 1 dl 0 + Wisdom or Charisma modifier psychic damage,
and the target is dominated and takes ongoing 5 thunder
damage (save ends both).
Miss: 1 dl 0 + Wisdom or Charisma modifier psychic damage,
and target is dazed and takes ongoing 5 thunder damage
(save ends both).
March 2010 \ DRAGON 38S
Power of Dragons
Glee-born
“Never underestimate the value of a well-timed jest.”
Prerequisite: Dragonborn, any arcane class
Dragonborn can be a harsh and taciturn race. When
a dragonborn becomes known for excessive jesting
or practical jokes, he or she is shunned and called
glee-born or “touched by copper.” Rather than accept
scorn, glee-born embrace their fun-loving nature and
welcome the title with pride, even if they are forced
into exile away from dragonborn lands. Luckily, many
human kings welcome glee-born into their courts as
jesters or courtesans.
Glee-born are quick to laugh, but they can be
dangerous in battle. A sly word or cutting insult can
easily distract a foe, and glee-born are known to have
arcane talents that they use liberally in combat.
Only true copper dragons could match the sly wit
of a glee-born, and many scholars posit that the glee-
born must have coppers in their lineage. Indeed, the
scales of older glee-born have been known to develop
an orange hue and even a green verdigris tinge late in
life. If they live long enough, that is.
Glee-Born Path Features
Insulting Action (11th level): When you miss a
target that grants combat advantage to you, you can
spend an action point to reroll that attack roll with a
+2 bonus. You must use the result of the second roll.
Glib Tongue (11th level): You gain a +3 bonus to
Bluff checks and Diplomacy checks.
Captive Audience (16th level): When you hit a
creature with an arcane attack, each enemy adjacent
to the target grants combat advantage to you until the
end of your next turn.
Flip and Blast Glee-Born Attack 11
Arcane force washes outward from you . . . but you aren’t
there anymore.
Encounter ♦ Arcane, Force, Implement
Standard Action Close burst 2
Target: Each creature in burst
Effect: Before or after the attack, you can shift half your speed.
Attack: Intelligence or Charisma vs. Reflex
Hit: 2d8 + Intelligence or Charisma modifier force damage,
and the target takes a -2 penalty to its next attack roll be¬
fore the end of your next turn.
You fake left and dance right, taking away your attacker’s
advantage.
Encounter ♦ Arcane
Minor Action Personal
Effect: Until the end of your next turn, you do not grant combat
advantage for any reason.
Set a Riddle Glee-Born Attack 20
You confuse your opponent with quick words and a charming
Daily ♦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence or Charisma vs. Will
Hit: 2d10 + Intelligence or Charisma modifier psychic damage,
and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).
March 2010 | DRAGON 38S
Power of Dragons
Mithral Arm
“My patron bathes in the Astral Sea, I am here to keep his interests
in the Material.”
Prerequisite: Dragonborn
Some mithral dragons are content to spend their
lives in the Astral Sea, having no connection to the
world or the business of mortal creatures. That is not
true of the Mithral Pentad, a band of five mithral
dragons who believe it is Io’s will to rid the world of
the tyranny wrought by their chromatic brethren.
The Pentad seeks to eradicate any nation controlled
by evil dragons, but they also strive to wipe out indi¬
vidual chromatics and their hoards to prevent any
future injustice. Rarely, a metallic dragon might have
vile plans that indicate its evil, but the Pentad seeks
to convert them to the will of Io before killing them
outright. If they refused to be turned, however, then
the life of a copper or a mercury dragon is as forfeit as
a red or black.
Although the five ancients of the Pentad are pow¬
erful, they cannot be in all places at once, and they
seldom exhibit their full might on the battlefield.
They have established an order of mortals to seek out
and destroy lesser drakes, or band together an army
to assault heavily fortified fortresses or even nations.
This organization is called the Mithral Arms, because
they labor to accomplish the will of the Pentad, and
each member is infused with the power of their
patrons. Riches, power, and influence mean nothing
to a Mithral Arm, unless such means can directly aid
the destruction of evil chromatic dragons. Woe to all
who stand in the Mithral Arms’ way, because they
carry the power of the Pentad with them.
Mithral Arm Path Features
Astral Knowledge (11th level): You gain an
encounter attack power of 7th level or lower from
your class. You cannot choose a power that you
already know. At 21st level, you can replace this
power with an encounter attack power of 13th level
or lower from your class.
Astral Luck (11th level): When your first attack
roll with an attack power is a natural 20, you regain
hit points equal to your level.
Prophetic Foresight (11th level): When you
spend an action point to take an extra action, you
gain a +2 bonus to attack rolls until the end of your
next turn.
Astral Step (16th level): You gain teleport 2 as
an additional movement mode.
Commune with the Pentad (16th level): Once
each day during a short rest, you can commune with
one of the Mithral Pentad. Make an Arcana, Nature,
or Religion check. Divide the result of the check
by 10 (round down). This determines the number
of questions you can ask the dragon. The dragon
answers yes or no questions only, and the dragon
might withhold answers if the question has no bear¬
ing on the eradication of evil dragons. A question
that results in no answer still counts against the total
number available.
You see your opponent’s attack before it happens and twist away.
Encounter ♦ Teleport
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 bonus to all defenses against the trigger¬
ing attack. If the attack misses, you can teleport 6 squares.
Dimension Strike Mithral Arm Attack 20
You ride the waves of the Astral Sea to your opponent and
away to safety.
Daily ♦ Teleport
Standard Action Personal
Effect: You teleport 5 squares and use one of your encounter
attack powers. You can use a power you have already ex¬
pended this encounter, and using it does not expend it. The
attack deals +1d10 damage and deals half damage on a
miss. After the attack resolves, you can teleport 5 squares.
About the Author
Greg Tito is a freelance game journalist, playwright, and
theater producer, who also happens to play D&D in his spare
time. This is his first article for Dragon magazine.
March 2010 \ DRAGON 38S
Power of
the AAlNID: The Kalashtar
By Keith Baker
Illustration by Tyler Jacobson, Zoltan Boros
& Gabor Szikszai
She might have been an angel, fallen from Syrania to land
on the streets of Sharn. Any sculptor would sell his soul to
capture her features in stone. But Callestan was no place
for an angel, and Norger had defaced many a statue in
his day.
Norger struck as she passed the mouth of the alley,
pulling her into the shadows. He pinned her with one
rough motion, the point of his knife bringing a spot of
blood to her snow-white skin. “Give me what I want, and
you just might live,” he whispered.
Norger knew what to expect. He was ready to choke off a
scream, to contain her struggles. But she didn’t fight or cry
out. She just looked into his eyes.
And he felt a hand on his knee.
It was a boy, and his face was as familiar to Norger as
his own reflection. He still saw it in his nightmares. Jayden.
His first victim.
“I’ve been waiting,” the boy whispered. “Willyou play
with me?” He opened his mouth impossibly wide, and
Norger could see dozens of teeth gleaming in the light of the
coldfire lanterns.
The ruffian screamed, and his dagger clattered on the
cobblestones. The kalashtar woman watched the nightmare
do its work, and the hint of a smile touched her perfect lips.
March 2010 \ DRAGON 38S
Power of the Mind.- The Kalashtar
Naturally telepathic, the kalashtar are often
associated with psionic abilities. As a result, it’s easy
to overlook the potential of the kalashtar race and
the diverse range of character ideas it supports. The
kalashtar aren’t simply psychic. They are bound to
renegade spirits driven from the plane of dreams.
They are tied to a legacy of dream and nightmare,
and a struggle to shift the soul of the world itself.
KALASHTAR ORIGINS:
FALLEN NIGHTMARES
The story of the kalashtar begins on another plane of
existence: Dal Quor, the region of dreams. Dal Quor
is a mutable realm. When mortal creatures dream,
their spirits fall into Dal Quor and create bubbles
on the fringes of the plane—pockets formed by their
hopes and fears.
Dal Quor isn’t entirely shaped by the thoughts of
mortals. The heart of the realm has its own guiding
spirit-a potent force that is known only through the
world it creates. This is the dream of the age, and
the current dream is a nightmare. The kalashtar call
it il-Lashtavar, or “the great darkness that dreams.”
This mighty force has spawned a host of children,
dark spirits known as quori. These fiends feed on the
emotions of mortals, and dreams are their hunting
grounds. For thousands of years the quori wandered
the edges of Dal Quor, shaping mortal dreams to suit
their purposes.
Even among immortals, the possibility of
change and evolution exists. An angel can fall from
grace . . . and a fiend can rise. A handful of quori
found their desires at odds with the will of il-Lashta-
var. They tired of spreading nightmares among the
mortals. They found evidence that the heart of Dal
Quor was not always as it was today-that it might
become a bastion of light and bright dreams. Led
by a spirit named Taratai, these dreamers sought to
change their world. They were hunted across Dal
Quor and were on the verge of annihilation when
Taratai found a way to escape-by slipping out of Dal
Quor and into the mortal world to merge with human
hosts. A band of Adaran monks bonded with the rebel
quori, and this was the birth of the kalashtar race.
SHATTERED DREAMS
A member of another race finds it difficult to under¬
stand the bond between a kalashtar and its quori
spirit. The quori is not an active presence in the mind
of a kalashtar. The kalashtar cannot carry on a con¬
versation with the spirit. But the spirit is a part of the
kalashtar that touches its mind from the moment of
conception. When a kalashtar sleeps, he or she does
not dream; instead, he or she dwells in the memories
of the quori spirit. The quori spirit gathered these
experiences over the course of thousands of years in
the Region of Dreams. Being exposed to these memo¬
ries is one reason the kalashtar mature at such a
remarkable rate; by the time a kalashtar is born, it has
already inherited instincts and memories of the quori
spirit. The spirit isn’t an active voice in the child’s
head, but it is a defining aspect of his or her personal¬
ity. One result of this is that two kalashtar children
tied to the same spirit seem very similar at a young
age. As they grow older, their human consciousness
grows, and they each develop a unique identity as a
being balanced between two worlds.
The existence of this bond has a number of
obvious effects on kalashtar culture. Telepathy is
deeply engrained in their society. A kalashtar child
KALASHTAR CHILDREN
Kalashtar can breed and reproduce with humans,
changelings, half-elves, and half-ores. The race of
the child is based on gender. If it is the same
gender as the kalashtar parent, the child is a
kalashtar of the same spiritual lineage as the
kalashtar parent. Otherwise, it inherits the race
of the nonkalashtar parent. This means that all
kalashtar of a particular spiritual lineage share
the same gender; all Ashtai kalashtar are female,
and all Hareth kalashtar are male.
Kalashtar children mature at a rate that
members of other races often find disturbing.
In a kalashtar community, children are taught
meditative and telepathic exercises before they
can walk, and they begin the basics of martial
training as soon as they have the coordination.
A kalashtar child born into another culture
might be confused and frustrated by the imbal¬
ance between his or her physical and mental
development. If a player is interested in play¬
ing a young kalashtar, he or she could have the
same statistics but simply be size Small (with the
appropriate weapon size restrictions for Small
characters).
telepathically communicates with its mother while
still in the womb, and they socialize telepathically long
before they learn to speak out loud. Most kalashtar
use telepathy any time they are making a comment
directed at an individual, and they speak only if what
they are saying needs to be heard by multiple people
at once. While kalashtar can use telepathy to convey
words, they often use it to convey pure emotion;
kalashtar art and poetry are telepathic constructs
based around interwoven memories and emotions.
March 2010 | DRAGON 38S
Power of the Mind.- The Kalashtar
Another side effect is that kalashtar have memo¬
ries of an unreal world-a world in which the physical
and magical laws of reality do not apply. As a result,
young kalashtar might suggest courses of action that
are simply impossible in real life: planting coins in
the ground to grow silver trees, or singing a dragon
to sleep. In Dal Quor, these things are perfectly pos¬
sible—and the young kalashtar has to learn what is
and isn’t real.
SPIRITUAL LINEAGE
AND QUOR1 ROOTS
Sixty-seven quori fled to Eberron, and sixty-seven
monks offered their bodies and minds as havens for
these renegade spirits. Every kalashtar is descended
from one of these monks and bound to one of these
spirits. This is reflected in the suffix attached to a
kalashtar name; Lanhareth and Minhareth are both
part of the spiritual lineage of Hareth. When creat¬
ing a kalashtar player characters, a player should also
take a moment to develop a spiritual lineage-the
blend of quori and mortal that defines the kalashtar.
Begin with the quori. Determine its name and its
nature. You can choose from many different types of
quori, each tied to certain emotions and aspects of
the psyche.
4- The tsucora quori are fearmongers who feed on
mortal terror.
4 Hashalaq quori specialize in deception and
seduction, and they manipulate their prey with
pleasure and positive emotions.
4 The duulora are spirits of fury and aggression,
who inspire feuds and acts of vengeance.
While these are the most common quori, many
more can exist. A player character could be tied to
a spirit of doubt or jealousy. The kalashtar quori
have turned against their dark nature, but those
roots remain, and, as a kalashtar character, a player
should decide how to reflect the darkness in his or
her character.
Consider the duulora, spirits of anger. The duu¬
lora Vakri has turned against its inner fury, and the
kalashtar of its line use monastic discipline to control
anger. The kalashtar of the Karshana line fight for the
light, but revel in the sheer joy of battle; a character of
this line might be an ardent or a thaneborn barbar¬
ian. The duulora Tarkhad uses fury as a weapon, and
the kalashtar of his line are often bards who taunt
foes and drive them into irrational rages. Kalashtar
with tsucora roots are comfortable with terror, but
this could translate into a shaman who physically
manifests fears; an ardent who disorients foes with
implanted fear; or a paladin who seeks to use his or
her own knowledge of terror to banish it from those
around him or her.
Having considered the nature of the quori spirit,
look to the mortal side. While they aren’t physically
identical, kalashtar of the same spiritual lineage are
often similar in both appearance and mannerisms.
What stands out? When a character meets another
kalashtar of his or her lineage, what does they dis¬
cover that they have in common?
Putting all of this together, consider the line of
Lurashtai. She began her existence as a tsucora quori.
She wove dreams of gothic horror, often playing on
fear of death or the undead. In her path to the light,
she has taken a particular interest in the undead,
believing these spirits trapped outside the cycle of life
and dream weaken the shared soul of the age. The
kalashtar of her line typically have rosy skin, sharp
features, and silky, dark hair; they tend to dress in
multiple shades of red. Raised on Lurashtai’s morbid
dreams, they are comfortable with tragedy and have
no fear of death; they often find beauty in things
others consider disturbing or depressing. Most of the
Lurashtai line feel an urge to follow divine paths, spe¬
cializing in the destruction of undead.
History amd Culture
Having developed the history of a line and the spirit
that’s shaped a character from within it, a player
should think about the circumstances the character
has faced in his or her waking life. This is not the same
as a character background. The character could be a
mental bastion, a deserter, or an inquisitive regardless
of whether he or she comes from Adar or Sharn.
A kalashtar raised in an Adaran monastery is
likely to be well-versed in the history of the race
and the quori spirit. Odds are good that he or she
has clashed with Riedran forces and might have
even fought one of the Inspired. Almost all Adaran
kalashtar follow the tenets of the Path of Light and
are concerned with the threat of the Dreaming Dark.
Growing up, the character will have spent most of his
or her time with other kalashtar and uses telepathic
communication frequently and casually.
A character raised in one of the kalashtar com¬
munities in Khorvaire likely knows the name and
nature of his or her quori spirit and the general his¬
tory of his or her people. However, he or she has also
mingled with members of other races and learned
about their customs and faiths, and might not follow
the Path of Light. While the Dreaming Dark remains
a threat, it is nebulous and subtle, using local pawns
and dream manipulation instead of Riedran soldiers
and Inspired assassins. Lightwalkers of Khorvaire
are often more aggressive than their cousins, but they
March 2010 \ DRAGON 38S
Power of the Mind.- The Kalashtar
pursue darkness in all its forms. A kalashtar of Khor-
vaire might hunt the Dreaming Dark, but could just
as easily commit his or life to destroying the Lords of
Dust, battling the Cults of the Dragon Below, or fight¬
ing unjust landlords and gangsters preying on Cyran
refugees in the aftermath of the Last War. Most fight
to create a better world, but many ways to bring light
to dark places exist.
And then some kalashtar grow up without contact
with their own kind. Perhaps the character is a lone
survivor of a community destroyed in the Last War.
Maybe his or her mother was a kalashtar adventurer
who died shortly after he or she was born, leaving him
her in the care of a human father. If this is the case, the
character’s knowledge of kalashtar culture is entirely
instinctual, drawn from the dreams of the quori spirit.
He or she might not know the name of the quori spirit,
or even understand that he or she is connected to a
quori. The character might be drawn to fight for the
cause of good, but has probably never heard of the
Dreaming Dark. He or she might be uncomfortable
with telepathic communication, preferring to speak
aloud. On his or her own, the character might know
nothing about the Path of Light; he or she could follow
a different religious path, or no faith at all.
Regardless of upbringing, the instinctive bond to
the quori spirit pushes kalashtar characters to battle
the darkness and champion the cause of light. But
a kalashtar character can always ignore this voice.
He or she might have chosen the life of a mercenary
in the Last War. The character could use powers for
personal gain as a con artist in Sharn. Kalashtar who
clash with quori instincts in this way are typically
manic or mentally unstable; a player who decides to
play an amoral or evil kalashtar should consider ways
to represent this internal struggle as he or she plays
the character.
CLASS AND
BACKGROUND:
PATHS OF LIGHT
Kalashtar are touched by dreams and nightmares.
They are warriors of the light battling against the
darkness of the human soul. They are telepathic by
nature, but this is based on their connection to Dal
Quor-a realm that touches mortal minds on a fun¬
damental level. Kalashtar are well suited to many
psionic classes, and their natural telepathy suggests
this path. But the flavor normally associated with
a class is just that: flavor. As long as the mechanics
remain intact, flavor can be changed. The shaman is
a primal class, but at its core, it is a class based around
interacting with spirits. In the long run, it makes little
difference if these spirits are tied to the natural world
or the world of dreams.
The following backgrounds examine different
paths kalashtar can take in the world. Although
aimed at specific types of characters, most can be
taken by any kalashtar character.
Servant of the Light: The renegade quori were
driven from Dal Quor because of their faith in the
Path of Light, and their belief that the Darkness
That Dreams can be replaced by il-Yannah, the
Great Light. This faith continues to drive you to this
day. If you are a Duulora avenger, you strike with
righteous fury borne from your faith, and if you
are a hashalaq cleric or paladin, you use charisma
and diplomacy to inspire mortals to turn away
from darkness. When it comes to battle, psychic
power and the radiant force of il-Yannah combine
within you to make you a fearsome foe. How can
you reflect both aspects of your culture? Are you
a kalashtar ardent who falls upon training as a
KALASHTAR, SLEEP,
AND DREAMS
Kalashtar are similar to humans in most respects.
In particular, a kalashtar requires 6 hours of
sleep to benefit from an extended rest. However,
kalashtar do not dream as most other creatures
do. For most mortals, dreams are the result of
psychic contact with Dal Quor. To protect their
quori spirits, the kalashtar are psychically iso¬
lated from Dal Quor. While sleeping, a kalashtar
has visions drawn from his or her own experi¬
ences and from the memories of his or her quori
spirit. However, since the sleeping kalashtar
never touches the Region of Dreams, it cannot
be targeted by rituals or other effects that affect
only dreaming characters.
In the present day, each of the founding spir¬
its is spread over hundreds of kalashtar; while
a founding spirit is aware of all of its children,
it is a distant patron. However, one or more of
the founding spirits could be roused to greater
action. Although the quori has no way to directly
affect the physical world, it could advise a sleep¬
ing kalashtar through dreams. It could also
relay messages to other kalashtar of the same
lineage in their dreams, allowing a group of
kalashtar to coordinate an operation over vast
distances. Such a spirit could serve as a patron
for a kalashtar character. Alternatively, when
a kalashtar nonplayer character joins a cult of
the Dragon Below, this corruption could spread
through the founding spirit and into all of the
kalashtar of the lineage, creating a cult of killers
spread across the world. If this is the character’s
line, can he or she find a way to resist the corrup¬
tion and heal the spirit bound to his or her soul?
March 2010 | DRAGON 38S
Power of the Mind.- The Kalashtar
paladin to reflect your faith? Or have you recently
discovered the need to find and destroy those who
oppose the light?
Associated Skills: Arcana, Religion
Associated Languages: Quori
Quori Nightmare: Although she does not dream,
the quori nightmare can touch the dreams of others.
She hears the whispers of your hopes and fears, and
she can pluck terrors from your unconscious mind
and turn them into deadly reality. Many quori night¬
mares are shamans, but you might have chosen the
path of the assassin, and you combine your skills as an
assassin with the power to craft nightmares. As you go
about your work, you might be a grim figure even as
you strike fear into the hearts of evildoers. If you chose
to become a druid, you might draw your wild shape
from the nightmares of others, becoming a beast never
seen in reality-or even a shadow of your quori spirit.
How does this make you feel, though? Do you revel in
the sense of fear you instill in others, or do you see it
as another tool in your arsenal of abilities?
Associated Skills: Intimidate, Insight
Mythspeaker: Dal Quor is the region of dreams,
and it holds other spirits beyond the quori. Here stories
come to die and legends loved by the living can find
a permanent resting place. These are the vestiges the
mythspeaker deals with-echoes of great heroes both
real and fictional, whose tales live on in the world of
dreams. As a mythspeaker, you are an ambassador
between reality and the world of stories; you draw your
strength from legends, and many might want you to
bring their stories back to the world. Which tales do
you draw upon most? Which ones do you avoid? Do
you prefer tales of heroism and stirring battles? Do you
better relate to those tainted by darkness?
Associated Skills: Diplomacy, History
Associated Languages: Quori
Thoughtsinger: For the kalashtar, emotions are
an art form. A thoughtsinger weaves dreams for his
or her audience, projecting her creations directly into
the mind and heart. Instead of the sound of music,
you share memories of joy and sorrow. If you are a
thoughtsinger of hashalaq heritage, you might choose
to specialize in diplomacy and deception, but if you
are a tsucora thoughtsinger, you could prey on the
doubts and fears of your foes. As you weave dreams,
do you choose to do so with finesse and a fight touch,
or do you prefer to overwhelm your audience?
Associated Skills: Diplomacy, Insight
Associated Languages: Quori
MYTHSPEAKERS
AND MYTHS
The mythspeaker is a possible background for
a bard, ardent, or shaman, but it is especially
appropriate for a vestige pact warlock. In devel¬
oping your character, work with your Dungeon
Master to tie your vestiges to Eberron. Instead
of King Elidyr, you draw on the proud vestige
of Karrn the Conqueror. Mount Vaelis could be
Mighty Korrandar, the mountain home of the
legendary Storm Guardians of Adar. Xandor the
Mad might be the Gatekeeper druid who created
the horrid animals, opening his mind to the ways
of Xoriat to learn how to destroy it. With History,
Diplomacy, and Bluff at your disposal you can be
as skilled a storyteller as any bard; the difference
it that for you, the figures in these stories are as
real as any mortal.
March 2010 \ DRAGON 38S
Power of the Mind.- The Kalashtar
RACIAL FEATS
Kalashtar have access to a number of unique feats.
While many of these feats suggest a particular
spiritual heritage, this is not a prerequisite to
taking the feat.
Heroic Tier Feats
The following feats are suitable for any character who
meets the prerequisite.
Ardent Tsucora Initiation
Prerequisite: Kalashtar, ardent, ardent outrage
class feature
Benefit: When you use ardent outrage, each target
treats squares adjacent to you as difficult terrain until
the start of your next turn.
Battlemind Duulora Initiation
Prerequisite: Kalashtar, battlemind, speed of
thought class feature
Benefit: When you use speed of thought, you mark
each enemy adjacent to you at the end of the move
until the end of its next turn.
Dual Mind Strength
Prerequisite: Kalashtar
Benefit: You gain a +2 feat bonus to damage rolls
with psychic powers. The bonus increases to +3 at
11th level and +4 at 21st level.
KALASHTAR
BEYOND EBERRON
Psion Hashalaq Initiation
Prerequisite: Kalashtar, psion, distract class
feature
Benefit: When you use distract, you can also slide
the target 2 squares to a square adjacent to an ally.
Paragon Tier Feat
Feats in this section are available to any characters of
11th level and above who meet the prerequisites.
Dual Mind Reserves
Prerequisite: 11th level, kalashtar, any psionic
class, Psionic Augmentation class feature
Benefit: When you use your second wind, you
also regain 1 power point.
WHAT’S IN A NAME?
One easy way to add flavor to any character is to
modify the names of your powers to better suit
your background. If you’re playing a quori night¬
mare shaman, you could change the name of call
to the ancestral warrior to dream of hope. Your
thaneborn barbarian might use mindstorm rage
instead of macetail’s rage. As long as the change
doesn’t require mechanical alterations, it’s a
simple way to suggest that your kalashtar char¬
acter is drawing on dreams and psionic energy.
With their ties to Sarlona and the Dreaming Dark,
the kalashtar have strong connections to the Eberron®
Campaign Setting. However, you don’t have to have the
struggle between the Dreaming Dark and the Path
of Light to have kalashtar in the world. A kalashtar
is an immortal dream spirit bound to a line of mor¬
tals. In Eberron, this is due to an ancient feud in the
dreamworld. In another setting, this fusion might be
the result of generations of psionic experiments, or
even the work of a cabal of shamans—mortals reach¬
ing out to the world of dreams, instead of spirits in
desperate need of refuge. Another possibility is that a
kalashtar is the only one of its kind in the setting—the
result of an accidental fusion of human and dream.
Or perhaps a host of spirits in the region of dreams
are seeking to invade the material world through pos¬
session, and the kalashtar character is the first failed
attempt at such a possession; he or she must come to
understand his or her origins and find a way to pro¬
tect reality from the forces lurking in nightmares.
About the Author
Keith Baker has been an avid fan of the Dungeons &
Dragons® game since grade school. His life took a dramatic
turn in 2002 when he submitted the world of Eberron to
the Wizards of the Coast Fantasy Setting Search. In addition
to developing the Eberron Campaign Setting and Shadows of
the Last War™, he has worked for Atlas Games, Goodman
Games, and Green Ronin.
March 2010 j DRAGON 38S
The Minotaurs
of Mistwatch
By Steve Townshend
Illustration by Vincent Dutrait
The Minotaurs of Mistwatch
Far away from towns and other bastions of civiliza¬
tion, beyond the lonely places where the wild lands
have overgrown the broken roads of ancient empires,
the landscape gives way to a rugged mist-shrouded
country. Steeped in fog, craggy foothills rise like
turbulent earthen breakers churning against the
mountains’ broad base. Among the fir and ash, gigan¬
tic rock spires tower through the gloom to form a
labyrinthine forest of stone.
From the misty chaos of this haunted realm the
Guardian Clan minotaurs emerged. Divorced from
their savage kin, they came to build a utopia upon the
three tiers of the sunlit peak high above the mists.
HISTORY
Once the Guardian Clan protected the borderlands
of minotaur territory. They were the scourge of the
civilized races, and the heads of humans and elves
ornamented their longhouses.
When Nerath fell, the world descended into chaos.
While civilization was weak, the demon lord Yeeno-
ghu, ancient enemy of the minotaurs, sent an immense
horde of gnolls to stake his claim upon the world.
The Guardian Clan slew tens of thousands, but
still the gnolls broke their borders and invaded the
minotaur steppes; the gnolls burned the forests of the
elves and toppled the cities of humans.
The Guardians refused to concede defeat to
Yeenoghu at any price, so their chieftain Asteron
Stonesplitter formed an alliance with the civilized
races, and with their combined might they defeated
the gnolls and drove them back into the wild.
In the wake of the war, the Guardian Clan
changed. Despite the minotaurs’ distaste for civilized
folk, their allies had proven themselves ferocious
warriors. In exchange for secrets of craft and building
treasured by their allies, the Guardian minotaurs
helped them reconstruct their broken realms.
The peace was short-lived. The other minotaur
clans attacked the Guardians as traitors to the
Horned King. Without a common enemy to bind
them, old fears and hatreds quickly reemerged
between the Guardians and the civilized folk.
Besieged and persecuted, the Guardians turned
both from minotaur ways and from civilized society
and departed in search of a remote, defensible land to
call home.
After many years’journey, they followed the Mis-
troad River through the Stone Forest valley and up
the side of Sentinel Peak. There they found a place
above the mists where the Mistroad cascaded over
three natural shelves. Equipped with knowledge and
craft gleaned from multiple cultures, they shaped the
land to reflect their own new society.
The Philosophy
of the Labyrinth
When the Guardian Clan turned from the Horned
King, their chieftain Asteron Stonesplitter had a
dream. He dreamed he wandered the Endless Maze
of Baphomet in the Abyss. Like a wild beast he fled its
terrors, becoming ever the more lost.
When all seemed hopeless, Asteron gathered
his wits and stopped to contemplate the labyrinth.
Vigilant and focused, he navigated the maze while
recording its passages in his mind. Free from emo¬
tion, he reflected upon his choices and corrected his
mistakes. When Asteron discovered the way out of
the maze, he awoke.
Asteron spoke his dream before the clan. He
explained that through contemplation, vigilance,
and reflection, minotaurs could escape the bond¬
age of demon lords and become a free people with
the power to make their own choices. These three
became the tenets of the Philosophy of the Laby¬
rinth that would form the physical and ideological
structure of Mistwatch.
MISTWATCH
The minotaurs correlate the three tiers of Mistwatch
to the three tenets of the Philosophy of the Labyrinth-
contemplation, vigilance, and reflection-and call
them Highwatch, Skysea Vigil, and Shadowguard.
Highwatch
The Philosophy of the Labyrinth teaches that contem¬
plation clarifies choices and reveals new paths. In like
manner the uppermost shelf, Highwatch, observes
and governs Mistwatch.
Upon Highwatch stands the Guardian Council, a
magnificent longhouse built over an arching bridge
that spans the first Mistroad cascade. Here, the heads
of each family in Mistwatch gather in council to con¬
template and decide upon matters affecting the town.
On its southern shelf, Highwatch holds the houses
and training grounds of the warrior caste of the
Guardian Clan, which also serves as the town’s police
force. Their sentry tower Tivorus commands a view of
the town.
Most of the other buildings on Highwatch belong
to the community and focus on the tenet of contem¬
plation, including a school, a bathhouse fed by the
Mistroad, and a hall of honors that chronicles the
Guardian Clan’s history in artifacts and trophies.
These buildings are made of white granite, and many
are built into the mountain.
Characters from Highwatch are frequently cun¬
ning, determined, noble, thoughtful, or urbane. They
commonly use martial, arcane, divine, and psionic
power sources.
March 2010 | DRAGON 385
The Minotaurs of Mistwatch
Government
Mistwatch is an isolated community without a wide
network of trade or use for coinage. Asteron Stone-
splitter thought long on the way minotaurs were used
to using brute strength to rule. Concerned that this
path would lead inevitably back to Baphomet and
savagery, he ordered a community where food, goods,
and services would be shared by all its members, and
where each family of the clan is represented equally
in the council and thereby accountable for their
family’s honor and work.
Nevertheless, traditional minotaur values in con¬
junction with the necessity for strong defenses has
given the warrior caste such significant power and
influence in Mistwatch that some wonder how much
voice other citizens truly have. This matter causes fre¬
quent debate in the council.
Minotaurs from Mistwatch can be judgmental,
if not disdainful, of societies where wealth exists
beside poverty. To the minotaurs, these cultures have
not looked inward nor have they contemplated the
blemishes afflicting them.
Skysea Vigil
In a world of demons and monsters, the vigilant
minotaur is aware of dangers to the body, soul, and
mind long before they strike. The middle shelf of
Mistwatch manifests this tenet of the Philosophy of
the Labyrinth with its protective sentry wall and with
the high hedge walls that line its streets and partition
its properties. Skysea Vigil is both an ordered mino¬
taur community and a defensible labyrinth against
any enemy that dares to invade it.
Skysea Vigil makes up the majority of Mistwatch,
and it includes the town’s trades, its market, its
field of honor, and the labyrinth containing its holy
shrines. When minotaurs speak of the “The Skysea
Vigil,” however, they refer to the sentry post along the
great stone wall. Every minotaur of Mistwatch holds
a vigil at this post, because it is a sacred rite in their
philosophy: the embodiment of the tenet of vigilance.
The river Mistroad bursts from a stone mino¬
taur head in the Skysea Vigil, forming a high, misty
waterfall. The Stone Forest is invisible below, hidden
beneath the sea of white mist that extends to the
horizon and covers even the treetops. The tallest
rock spires penetrate the mist, some ending in jagged
points and others in flat landings, like stone islands
atop high cliffs. The minotaurs call these stone
protrusions the Horns and Teeth of Baphomet. In
their eyes, the dangerous world beneath the mists
represents the abyssal origins from which their race
ascended, and where it might return should they
compromise their vigilance.
Characters from the Skysea Vigil are frequently
competitive, contemplative, dedicated, honorable, or
perceptive. They commonly utilize martial and divine
power sources.
Hedges
Upon the mountain grows a thick mountain brush
the minotaurs cultivate to divide territory into
ordered sections and to bewilder invaders to whom
the straight, hedge-lined streets of Mistwatch might
as well be a labyrinth of high green corridors.
The minotaurs keep their hedges in fine order, often
sculpting them into topiary shapes depicting enor¬
mous beasts, gods, and minotaur heroes.
The Field oe Honor
All minotaurs in Mistwatch receive military training.
The Field of Honor is where the minotaurs practice
their combat skill and the minotaur sports “jotka,”
and “labyrinth.” It serves as a festival ground, a
combat arena, and a meeting place. Minotaur war¬
riors complete their training in the field of honor
under the warrior Brontox.
The Labyrinth oe the Shrines
At the center of Mistwatch stands the Labyrinth of
the Shrines, a great hedge maze where minotaurs
wander in contemplation and reflection.
Although the Guardian Clan formed their own
spiritual discipline when they turned from Baphomet,
they respect the aims of the gods and primal spirits
and welcome their allegiance against the forces of
destruction. The maze contains shrines to several
gods, but the minotaurs of Mistwatch particularly
revere Melora and Moradin.
The Shadowguard
Reflection is the minotaur’s means of gaining clar¬
ity, and of measuring themselves against the past
to understand their true natures. The Philosophy
of the Labyrinth teaches that the minotaur must
reflect upon the paths he or she has chosen to gain
perspective upon his or her life and guard against the
shadowy seeds of corruption that take root in the soul.
The lowest tier of Mistwatch is called the Shadow-
guard, and it stands at the edge of the mists, above
the Stone Forest and the chaotic world below. For¬
midable hunter-farmers dwell in the Shadowguard
in tribelike families, cultivating the terraces and
hunting the strange beasts of the Stone Forest. These
families differ from the minotaurs that dwell above,
and their concerns are attuned more to the natural
world and to disturbances in the Stone Forest below
that might upset the balance of life in Mistwatch.
Characters from the Shadowguard are frequently
grim, mystical, pragmatic, savage, or stoic. They
commonly have powers from primal and martial
power sources.
March 2010 | DRAGON 38S
The Minotaurs of Mistwatch
Terraces
From the floor of the Stone Forest valley, curving
terraces rise along the mountainside all the way to
Highwatch. Upon these terraces, the minotaurs cul¬
tivate an impressive variety of vegetables, grains, and
fruits using secrets learned from the elves. They care¬
fully design the curving patterns of the terraces so
that from Highwatch their mountain slopes resemble
an ordered labyrinth.
The Stone Forest
In the dark natural labyrinth below Mistwatch, wild
things shriek beyond the shrouded paths. The natural
stone spires ascend out of sight through the cold mists
above, surpassing the tallest trees.
Many minotaurs come to this deadly realm to hunt
and to test themselves. Some say the mists resolve
into shapes that grant insights and prophecy to the
worthy. For those who understand its savage nature,
the mists sometimes reveal places of astonishing
beauty.
Many believe the Stone Forest hides a secret
demongate, or that the land is a gate, and the mists
open and close doors to different realms, depositing
creatures from alien dimensions. Minotaur folk tales
tell stories of travelers who have walked into the mists
and vanished forever.
For the resolute Brontox, honor is the greatest
quality a minotaur warrior can possess. “Battles can
be won or lost, but a minotaur with honor loses not
himself,” Brontox has said.
Martial characters likely learned their skill with
weapons from Brontox, as well as the tenets of the
Philosophy of the Labyrinth. Do you ascribe to Bron-
tox’s views on honor, or are his principles inherently
faulty beliefs leading inevitably to defeat?
NOTABLE MINOTAURS
The following minotaurs have a large role to play
among the minotaurs of Mistwatch.
Ameon the Wanderer
Few minotaurs realize that the gleaming ornamental
horns of Ameon the Wanderer cover no true horns
beneath them—that the gentle High Contemplative of
the Labyrinth is, in fact, hornless.
He is called “the Wanderer” not only because
he endlessly walks the Labyrinth of the Shrines in
contemplation, but also because he trained for many
years at the renowned Iocaste Academy, far away in
the lands of humans. While he was abroad learning
the ways and customs of other races for his clan, he
was captured by humans. He offered no resistance
but words. Still they called him a monster, caged him,
tortured him, and cut off his horns before his friends
from the academy rescued him.
Divine characters and knowledge-seekers learn
the Philosophy of the Labyrinth from Ameon. Has
your character found peace from Ameon’s teachings,
or has his example compelled you to seek another
way? Is his philosophy sound, or are his words as false
as the horns on his head?
Brontox the Blade
Brontox is the mighty champion of the Field of Honor
who, despite the council’s protests, once exiled
himself to the Stone Forest for a year after he lost
his temper in a tournament and brutally maimed
his opponent. The greatest warrior in Mistwatch, as
well as a direct descendant of Asteron Stonesplitter,
Brontox could wield considerable political power if he
wished, but he says that he sees himself fighting with
the people, not over them.
Crannach the Mauler
Crannach is a brutal one-eyed albino minotaur dis¬
covered in the Stone Forest when he was an infant.
The master hunter raised him despite the coun¬
cil’s warning that Crannach was a savage castoff,
beholden to Baphomet by blood. Crannach grew up
larger and stronger than any of the clan, and after
many years battered and scarred by the perils of the
Stone Forest, he became chief warden and leader of
the hunters.
Crannach is cantankerous and gruff and wants
nothing to do with the Philosophy of the Labyrinth,
favoring raw power over contemplative thought. Some
say he eats the flesh of his enemies and that he lives
only to betray the clan to their enemies when the
time is right.
Primal characters might learn much from the
standoffish minotaur. Perhaps your character was
adopted by Crannach or serves in his ferocious band
of Shadowguard hunters. Or perhaps you fear Cran¬
nach and seek to expose him for the monster you
believe him to be.
March 2010 | DRAGON 38S
The Minotaurs of Mistwatch
Dassia the Far-Seeing
The head of Mistwatch’s warrior caste, the brilliant
Dassia approaches every problem rationally with
adamant determination, and her plans seldom fail.
Though she lacks the sheer physical brawn of Cran-
nach or Brontox, or the arcane mysticism of Ameon
or Oboria, she has surpassed each of them to become
the strongest voice of Mistwatch’s council.
Dassia claims to have no bestial half, and
in battle and in politics she is a quick and able
strategist, content to wait for her enemies to show
weaknesses so that she can exploit them. Some say
she can read others’ thoughts and anticipate events
before they occur.
Psionic characters are sought out by Dassia as
potential students or future opponents. Are you
allied with Dassia and the powerful influence and
secrets she offers, or do you believe her composed
exterior conceals a cunning beast craving dominance
at any cost?
Oboria the Terrible
Even the mightiest minotaurs of the clan fear the
wrath of the magician Oboria. She dwells in seclusion
upon Highwatch, consulting signs, omens, spirits, and
strange beings from beyond the natural world. She
detests visitors.
Eccentric and reactive, Oboria radiates power.
She has no need for the Philosophy of the Labyrinth
or any other philosophy-she believes minotaurs
ought to release their past and consider their future.
Oboria’s critics claim she bargained away her soul in
exchange for terrible power; Oboria cares nothing for
their speculation, only for their noninterference and
their respect.
Arcane characters would likely have learned
their art through Oboria’s strict, impatient tutelage,
or perhaps Oboria acted as a medium to summon
the entity that gave your character his or her power.
Does your character see Oboria as a mad genius or
a megalomaniac? Do her true loyalties lie with pow¬
erful and dangerous entities beyond Mistwatch, or
is all her arcane bluster a facade that hides a secret
inner kindness?
MISTWATCH
BACKGROUNDS
Two backgrounds can help guide the roleplaying ele¬
ments your Mistwatch minotaur character has.
Guardian Contemplative
Your people are a race of fierce warriors, but you
know more effective ways to accomplish your goals
than hammer and axe. Words hold power over emo¬
tions. Against ignorance, knowledge cuts sharper
than any blade. The arm wields the axe, but the
mind, spirit, and voice can control far mightier weap¬
ons. How does your clan view your choice? Do they
respect your power or condemn you for weakness?
Are you favored by the gods or feared as a practitioner
of black magic?
Associated Skills: Arcana, Religion
Guardian Sentinel
Your clan once turned from the demon lord Baphomet
to embrace the Philosophy of the Labyrinth. Yet
destructive forces thrive, working relentlessly to bring
the world to ruin. If left unchecked, you know they
shall succeed. This is inevitable.
You left your home to seek out evil and annihi¬
late it. Perhaps you do this out of conscience, honor,
vengeance, or out of shame for your savage heritage.
Or maybe you do it to appease the bloodthirsty beast
lurking within your soul. Perhaps you do it because
your race is more capable for the task than others,
and the task must be done.
Associated Skills: Intimidate, Perception
HEW MINOTAUR FEATS
The following feats provide minotaur characters with
more options that have a Mistwatch flavor.
Heroic Tier Feats
The following feats are suitable for any character who
meets the prerequisite.
Ferocious Frenzy
Prerequisite: Minotaur, Ferocity racial trait
Benefit: When you drop to 0 hit points or fewer,
you can make a melee basic attack against each
enemy adjacent to you with a -2 penalty to the attack
rolls instead of making the attack Ferocity grants you.
Honor's Path
Prerequisite: Minotaur
Benefit: When an enemy provokes an opportu¬
nity attack from you, you can take an opportunity
action to grant you or an ally adjacent to you a +2
power bonus to all defenses until the end of your next
turn.
March 2010 | DRAGON 38S
The Minotaurs of Mistwatch
Minotaur Weapon Talent
Prerequisite: Minotaur
Benefit: You gain proficiency with the battleaxe,
handaxe, warhammer, and throwing hammer.
Vigilant Recovery
Prerequisite: Minotaur, Wis 13
Benefit: When you hit an enemy with an attack,
that enemy does not benefit from combat advantage
against you until the start of your next turn.
PARAGON PATH
Mistwatch minotaur characters, or minotaur charac¬
ters in general, can choose to follow the champion of
the labyrinth paragon path.
Champion of the Labyrinth
I go where I choose. You go where I let you.
Prerequisite: Minotaur
You are the master of ways, routes, and paths. You
have walked the lightless stone corridors of the
Underdark, navigated the winding roads of humans
and found your path through the enchanted forests
of the Feywild. The labyrinth holds no terror for you.
Its endless variations and routes contain your fortress,
your philosophy, and your way.
For the minotaur who can discern its patterns, life
is a great labyrinth, each new choice a path leading
to a different destiny. Few possess the discipline to
navigate the vast maze of the mind and soul without
losing themselves to temptation and their own savage
natures. Guided by the tenets of contemplation, vigi¬
lance, and reflection, though your choices have made
you master of your own desire.
To the champion of the labyrinth, the battlefield is
a maze as familiar as any other, and you move to take
advantage of it. You control your own fate, and the
direction you choose to travel here. As it is in life, so
shall it be in battle.
Champion of the Labyrinth
Path Features
Maze Adept Action (11th level): When you
spend an action point to take an extra action, you
gain a +2 bonus to AC and speed and a +5 bonus to
Athletics checks until the end of your next turn.
Uncanny Mobility (11th level): You gain a +4
bonus to saving throws against effects that immobi¬
lize or slow. Also, when you act in a surprise round,
you can take one standard action and one move
action or minor action.
Clear the Path (16th level): When you use goring
charge, you can move through enemy squares during
the charge. Whenever an enemy hits or misses you
with an opportunity attack during this movement,
you can slide that enemy 1 square or knock that
enemy prone.
Dead End Champion of the Labyrinth Attack 11
Strike
You smite your foe with an attack and are prepared to spring
fit should run.
Encounter ♦ Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Your highest ability vs. AC
Hit: 2[W] + your highest ability modifier damage. In addition,
if the target moves before the start of your next turn, you
can shift your speed to a square adjacent to the target as
an opportunity action. If you do, the target takes 5 damage
and ends its movement.
Unwavering Champion of the Labyrinth Utility 12
Vigilance
You fix your enemy fast within your gaze; no matter where it
moves, it cannot escape you.
Encounter
Minor Action
Target: One enemy you can see
Effect: Until the end of the encounter, you gain a +10 power
bonus to Perception checks to detect or observe the target.
Labyrinth Champion of the Labyrinth Attack 20
of Foes
You navigate the battlefield as you would a labyrinth, striking
and dodging amid the maze of your bewilderedfoes.
Daily ♦ Weapon
Standard Action Melee weapon
Effect: You shift your speed. Each time you enter a square dur¬
ing this move, you can make the following attack.
Target: One creature you have not attacked with this
power this turn
Attack: Your highest ability vs. AC
Hit: 1 [W] + your highest ability modifier damage, you slide
the target 3 squares, and the target is dazed until the end
of your next turn.
Miss: Half damage, and you slide the target 3 squares.
About the Author
Steve Townshend contributed to Monster Manual 3, which
releases in June, and contributed to several D&D Insider proj¬
ects. This is the first of several articles he has in the works.
March 2010 \ DRAGON 38S
Spellscars
By Daniel Jones
Illustration by John Stanko
With its diverse and chaotic impact, the effects of the Spellplague
have been stubbornly difficult to systematize. Two victims of identical
exposure can manifest their scars in ways so different as to belie any
similarity in their experiences. One might develop hidden mental
powers while the other is transformed into a disfigured monster with
crippling and uncontrollable abilities.
Nevertheless, in the decades after the Year of Blue Flame,
scholars noticed that the Spellplague frequently expanded the native
characteristics and habitual activities of its victims. A quality each
one possessed would be adjusted, twisted, and sometimes remade. For
example, an elf’s sight could morph to allow it to see that which is
normally concealed, or an eladrin’s ability to move could cause nearby
creatures to move as well. What follows is a catalog of feats that can
enhance or add to any given character’s abilities.
March 2010 j DRAGON 38S
Spellscars
FEATS
Each of the feats below requires the character to have
a spellscar (as noted in the prerequisite entry).
Heroic Tier Feats
The following feats are suitable for any character who
meets the prerequisite.
Arcane Malice
Prerequisite: Any arcane class, you have a
spellscar
Benefit: Whenever you make an arcane daily
attack, you gain a +2 bonus to damage rolls against
one creature you hit with that attack until the end of
the encounter. If you have the Student of the Plague
feat, you also gain a +1 bonus to attack rolls against
that creature until the end of the encounter.
Corrupting Attacks
Prerequisite: You have a spellscar
Benefit: Whenever you hit a creature with an
encounter or daily attack power, that creature takes
a -1 penalty to one defense you targeted until the
end of your next turn. If you have the Student of the
Plague feat, increase the penalty to -2.
Earth Mote's Stability
Prerequisite: Goliath, you have a spellscar
Benefit: Whenever you make an Athletics check
to perform a long jump, you can jump 1 square far¬
ther than your Athletics check indicates, and your
jump can exceed your speed by 1 square. In addition,
whenever you make a saving throw to avoid falling,
you receive a +4 feat bonus to that roll. If you have
the Student of the Plague feat, your long jumps can
exceed your speed by 2 squares, and the bonus to
saving throws to avoid falling increases to +6.
Elamespeed Shieting
Prerequisite: Razorclaw shifter, razorclaw shifting
racial power, you have a spellscar
Benefit: While under the effect of razorclaw
shifting, you can shift 2 squares as a move action. If
you have the Student of the Plague feat, whenever
you shift while under the effect razorclaw shifting,
your attacks deal 2 extra fire damage until the end
of your turn.
Lingering Eade
Prerequisite: Gnome, fade away racial power, you
have a spellscar
Benefit: Fade away gains a sustain standard: You
take 5 damage and the effect persists until the end of
your next turn or until you attack. If you have the Stu¬
dent of the Plague feat, you take only 2 damage when
you sustain/ade away.
Memories oe Destruction
Prerequisite: Deva, memory of a thousand lifetimes
racial power, you have a spellscar
Benefit: Whenever you are subjected to a dazing
or stunning effect that a save can end, you can
expend memory of a thousand lifetimes to make a saving
throw against that effect as an immediate interrupt. If
you have the Student of the Plague feat, each enemy
adjacent to you takes 5 fire damage when you expend
memory of a thousand lifetimes in this manner.
Path oe the Scarred
Prerequisite: Human, you have a spellscar
Benefit: You deal 1 extra fire damage with
encounter and daily attack powers. If you have the
Student of the Plague feat, you instead deal 2 extra
fire damage.
Pernicious Onslaught
Prerequisite: You have a spellscar
Benefit: When a creature fails a saving throw
against ongoing damage from one of your attacks, one
creature adjacent to it takes fire and necrotic damage
equal to the ongoing damage. If you have the Student
of the Plague feat, the damage is equal to the ongoing
damage plus 5.
March 2010 \ DRAGON 38S
Spellscars
Plague of Chance
Prerequisite: Halfling, second chance racial power,
you have a spellscar
Benefit: When you use second chance and the
rerolled attack roll misses, the attacker takes fire and
necrotic damage equal to your level and cannot see
you until the end of your next turn. If you have the
Student of the Plague feat, the attacker also takes
fire and necrotic damage equal to your level if the
rerolled attack roll hits.
Plagued Breath
Prerequisite: Dragonborn, dragon breath racial
power, you have a spellscar
Benefit: Your dragon breath deals necrotic damage
in addition to the damage type it already deals. Also,
while you are bloodied, your breath attack deals 2
extra damage. If you have the Student of the Plague
feat, a creature you hit with dragon breath also takes
ongoing 5 necrotic damage (save ends).
Plagueeorged Accuracy
Prerequisite: Elf, elven accuracy racial power, you
have a spellscar
Benefit: Whenever you use elven accuracy, the
rerolled attack roll ignores cover and concealment,
and it deals fire and necrotic damage in addition
to its normal damage types if it hits. If you have the
Student of the Plague feat, use elven accuracy, and hit
with the rerolled attack roll, the target of that roll and
each creature adjacent to it take fire and necrotic
damage equal to 1 + one-half your level.
Plaguing Bloodhunt
Prerequisite: Tiefling, Bloodhunt racial trait, you
have a spellscar
Benefit: When you hit a bloodied enemy, it takes
3 extra necrotic damage. Increase this damage to 6 at
11th level, and 9 at 21st level. If you have the Student
of the Plague feat, the extra damage becomes fire and
necrotic damage.
Poison Plague Feast
Prerequisite: Dwarf, you have a spellscar
Benefit: Whenever you save against a poison
effect, you gain a number of temporary hit points
equal to 1 + one-half your level. If you have the
Student of the Plague feat, whenever you save against
a poison effect, you also gain a +2 bonus to saving
throws until the end of your next turn.
Ravenous Blessing
Prerequisite: You have a spellscar
Benefit: Whenever you target an ally with a
healing power, you can choose to take necrotic
damage equal to 3 + one-half your level. This damage
cannot be decreased in any way. If you choose to
take necrotic damage, one ally affected by the power
regains hit points equal to your level. If you have the
Student of the Plague feat, an ally who regains hit
points from this feat also gains a +2 power bonus to
saving throws until the end of your next turn.
Plagued Regeneration
Prerequisite: Longtooth shifter, longtooth shifting
racial power, you have a spellscar
Benefit: Increase the regeneration longtooth
shifting grants you by 1. At 11th level, increase it by
2, and at 21st level, increase it by 3. Whenever you
regain hit points from this regeneration, nonminion
creatures adjacent to you take necrotic damage equal
to the hit points you regained. If you have the Student
of the Plague feat, any ally adjacent to you takes only
1 point of necrotic damage.
Planar Blurring
Prerequisite: Eladrin,/ey step racial power, you
have a spellscar
Benefit: Before or after you use fey step, you can
slide one creature adjacent to you 1 square. If you
have the Student of the Plague feat, before or after
you use fey step you can also teleport a creature
adjacent to you 2 squares.
Scar and Fury
Prerequisite: Half-ore, furious assault racial
power, you have a spellscar
Benefit: When you use furious assault, each
creature other than you or the triggering enemy that
is adjacent to you or the triggering enemy takes 2
fire damage. If you have the Student of the Plague
feat, the damage increases to 5 and becomes fire and
necrotic damage.
March 2010 j DRAGON 38S
Spellscars
Scar of the Shadowweave
Prerequisite: Revenant, dark reaping racial power,
you have a spellscar
Benefit: The damage granted by dark reaping
becomes cold and necrotic damage and gains a +2
bonus. If you have the Student of the Plague feat,
when a creature takes damage from your dark reaping,
you gain concealment from the creature until the end
of your next turn.
Spellcharged Channel
Prerequisite: Any divine class, Channel Divinity
class feature, you have a spellscar
Benefit: When you use a Channel Divinity power,
choose one of the following: one enemy adjacent to you
takes a -2 penalty to all defenses until the end of your
next turn, or one ally adjacent to you deals 4 extra fire
and necrotic damage with attacks until the end of your
next turn. If you have the Student of the Plague feat,
you do not need to choose; you gain both benefits.
Spellscarred Invigoration
Prerequisite: You have a spellscar
Benefit: When a creature marked by you makes
an attack that does not include you, it takes 1 fire
and necrotic damage, and you regain 1 hit point. If
you have the Student of the Plague feat, you instead
regain hit points equal to your Constitution modifier.
Spellscarred Subterfuge
Prerequisite: Half-elf, you have a spellscar
Benefit: You gain a +2 feat bonus to Diplomacy
and Bluff. In addition, you gain a +4 bonus to all
attempts made to conceal or disguise your spellscar.
If you have the Student of the Plague feat, increase
the feat bonus to +4.
Tainted Darkness
Prerequisite: Drow, darkfire racial power, you
have a spellscar
Benefit: When you hit an enemy with darkfire,
each time an attack hits that enemy before the end of
your next turn, the enemy takes 2 extra fire damage.
If you have the Student of the Plague feat, when you
hit an enemy with darkfire, all creatures have conceal¬
ment from the enemy until the end of your next turn.
Unexpected Flourish
Prerequisite: Any martial class, you have a
spellscar
Benefit: Choose one lst-level at-will attack power
from any arcane class. You can use that power as
an encounter power. If you have the Student of the
Plague feat, you can use your highest ability for attack
rolls and damage rolls with the power you chose.
About the Author
This Is Daniel Jones’s first article for Dragon ® magazine. Now
he has a loving and beautiful wife, they’re expecting their first
child, and he’s written for the Dungeons & Dragons® game.
Dreams do come true.
Tenacity for Living
Prerequisite: Any primal class, you have a
spellscar
Benefit: You gain a +4 feat bonus to saving throws
against ongoing fire damage and ongoing necrotic
damage. Whenever you grant an ally a saving throw
against ongoing fire damage or ongoing necrotic
damage, your ally makes the saving throw with a +4
power bonus. If you have the Student of the Plague
feat, enemies adjacent to you take a -2 penalty to
saving throws against ongoing fire damage and
ongoing necrotic damage.
March 2010 \ DRAGON 38S
Ritually Speaking:
Item Focus Rituals
By Peter Schaefer
Illustrations by Eva Widermann
Rituals are a source of flexible power in that they help those using
them achieve lofty goals that force alone could not bring within their
grasp. A ritual allows one to reshape the landscape, fly for hours,
conceal the truth, hide items in a demiplane, and much more.
Most rituals are completely self-contained in
that they require components and a ritual caster,
with nothing more necessary. Some require a focus,
which is an item needed for performing the ritual,
but ritual casters can reuse these items. Additionally,
as long as that focus is present, the ritual is ready at
any time.
Another class of ritual is tied intimately to the
magical power of enchanted items. Using only the
item as a focus and no components, a ritual caster
can enact magic centered on the purpose or history
of the item. Beyond the specific focus for each ritual
(which are magic items and are listed in the ritual’s
Component Cost entry), these rituals are normal.
They must be mastered and kept in ritual books and
can be scribed on ritual scrolls. Each magic item
that is used as a focus for one of these rituals is in
the Player’s Handbook.
March 2010 \ DRAGON 38S
Ritually Speaking.- Item Focus Rituals
Aura of True Vision
With the last word of the ritual and a wave of your ring of
true seeing, you banish invisibility.
Level: 15
Category: Warding
Time: 10 minutes
Duration: 10 minutes
Component Cost: Focus
(ring of true seeing)
Market Price: 5,000 gp
Key Skill: Arcana (no check)
All invisible creatures and objects within 5 squares of the
ring of true seeing become visible and cannot become
invisible again while within 5 squares of the ring until the
duration ends.
Corpselike Visage
The amulet of false life also conceals that you remain
alive.
Donning Trollelesh
Your warty green armor ripples with a semblance of the life
it once had, then grows over your flesh to make you appear
as a monstrous troll.
Level: 12
Category: Deception
Time: 10 minutes
Duration: 24 hours
Component Cost: Focus
(trollskin armor)
Market Price: 2,600 gp
Key Skill: Arcana
Evard’s Extensible Rope
Your coil of golden rope elongates as you complete this
Level: 10
Category: Exploration
Time: 10 minutes
Duration: 4 hours or
until dismissed
Component Cost: Focus
(rope of climbing)
Market Price: 1,000 gp
Key Skill: Arcana (no check)
When you complete the ritual, the trollskin armor worn by
you or an ally grows over its wearer to perfectly disguise the
wearer as a troll. The wearer still benefits from its weapons,
armor, and other magic items. Creatures that interact with
the affected creature can make an Insight check against
your Arcana check to perceive the deception only if the
affected creature does something blatantly wrong, such as
being unable to speak Giant or failing to regenerate.
Your rope of climbing lengthens until it is as much as
1,000 feet long.
Eollow the Voice
The rest of the world darkens until the sending stone is all
you can see. You pass through a sightless world of echoes
and lost voices before your reappear near your stone’s twin.
Level: 6
Category: Deception
Time: 10 minutes
Duration: 24 hours
Component Cost: Focus
(amulet of false life)
Market Price: 360 gp
Key Skill: Arcana (no check)
The creature wearing the amulet appears to be dead to
all senses for the duration of the ritual’s effect. This effect
ends when the affected creature chooses to take an
action or if the affected creature is no longer wearing the
amulet.
Dragonward
You expand the magic of your dragondaunt shield into
the space aroundyou andyour allies, preventing the dragon
from coming near you.
Level: 10
Category: Binding
Time: 10 minutes
Duration: 1 hour
Component Cost: Focus
(dragondaunt shield)
Market Price: 1,000 gp
Key Skill: Arcana
You create a stationary ward in a burst 6 centered on the
dragondaunt shield. The affected area glows faintly silver
for the duration of the ritual’s effect. A dragon whose
level is lower than your Arcana check result minus 15
cannot enter the affected area or affect creatures inside
or through the area. Other dragons can, but they take
force damage equal to your Arcana check result and end
the effect when they do so.
Level: 16
Category: Travel
Time: 10 minutes
Duration: 1 minute
Component Cost: Focus
sending stones)
Market Price: 9,000 gp
Key Skill: Arcana (no check)
Before you can use this ritual, a creature must have
spoken to you through a sending stone attuned to the
stone you use for this ritual.
You fold yourself and each ally you choose who is
within 3 squares of you through a sending stone you hold.
At the end of the duration, you reappear outside the
sending stone attuned to your sending stone. If your stone
has multiple attuned stones, you appear outside the one
used to speak to your stone before you began the ritual.
Once the ritual’s duration ends, the sending stones
cannot serve as the focus for this ritual again for 24 hours,
and you cannot cast it again for 24 hours.
March 2010 \ DRAGON 38S
Ritually Speaking.- Item Focus Rituals
Memory of a
Thousand Deaths
The tanned skins of the creatures that make up your
deathcut armor quiver and empathically indicate nearby
necromancy.
Level: 6 Component Cost: Focus
Category: Divination (deathcut armor)
Time: 20 minutes Market Price: 360 gp
Duration: 10 minutes Key Skill: Religion
You open yourself to the vestigial spirits bound to your
deathcut armor and learn about necromancy within your
immediate environs (within 1 mile of you).
You can ask a number of questions based on the result
of your Religion check about undead creatures, necro¬
mantic terrain and hazards, necromancers, and other
necromantic aspects of your surroundings. Typical ques¬
tions are about the presence, type, quantity, and rough
location of such necromantic features. The spirits commu¬
nicate empathically and are poor at complex answers.
10-19
20-29
30-39
40 or higher 5
Memory oe the Dragon
Each dragonslayer weapon captures the memories and
personality of the first dragon it slays. You tap those memo¬
ries for your own use.
Level: 12
Category: Divination
Time: 10 minutes
Duration: 5 minutes
Component Cost: Focus
(dragonslayer weapon)
Market Price: 2,600 gp
Key Skill: Arcana (no check)
When you complete the ritual, you ask a question of the
first dragon slain by the dragonslayer weapon you hold,
and it answers that question to the best of its ability. It
knows only what it knew in life and has no particular fore¬
knowledge of events (though it might speculate).
If you choose, you can instead view one of the dragon’s
memories as though it were happening to you. You can
name aspects of the memory you want to view, and if you
make no restrictions, the ritual shows you a memory piv¬
otal to the dragon’s experience.
This ritual can be performed only once every 24 hours.
Quench the Flame
The flamedrinker armor you wear glows
it absorbs all the flames inyour vicinity.
Level: 12 Component Cost: Focus
Category: Exploration (flamedrinker armor)
Time: 10 minutes Market Price: 2,600 gp
Duration: 4 hours or Key Skill: Arcana (no check)
until dismissed
For the duration of the ritual, the flamedrinker armor
you or an ally wears absorbs all natural flames within 20
squares of the armor, quenching them instantly. It glows
red each time it absorbs a flame and grows hot over time,
but this heat does not harm the armor’s wearer.
Self-Holding Bag
Tucking your bag of holding into itself, you make it disap¬
pear completely into an impossible space.
Level: 5 Component Cost: Focus
Category: Exploration (bag of holding)
Time: 10 minutes Market Price: 250 gp
Duration: 24 hours Key Skill: Arcana (no check)
You fold your bag of holdinginto itself and bind the result¬
ing nothing to you. For the duration, you can pull the bag
ofholdingout of an extradimensional space or put it back
as a minor action. When the duration ends, the bag reap¬
pears at your feet.
March 2010 j DRAGON 38S
Ritually Speaking.- Item Focus Rituals
Snowstorm Summons
You draw the power of your staff of winter out and cast it
into the air, bringing sudden chill and the promise of snow.
Level: 14
Category: Exploration
Time: 30 minutes
Duration: Special
Component Cost: Focus
(staff of winter)
Market Price: 4,500 gp
Key Skill: Arcana or Nature
Wavestrider Enchantment
Your wavestrider boots allow you andyour allies to walk
Level: 4
Category: Exploration
Time: 10 minutes
Duration: 1 hour
Component Cost: Focus
(wavestrider boots)
Market Price: 175 gp
Key Skill: Arcana
About the Author
Peter Schaefer wakes regularly from dreams of grotesque
terrors so defiling of the mind and innocence that they
deserve the real fear they cause while remaining wholly
imaginary. Peter fought for his current job at Wizards of
the Coast, where he works as an RPG developer on books
such as Adventurer’s Vault™ 2, Divine Power™, and many
D&D® Insider™ articles, so the he can prevent such thought¬
corrupting constructs of the id from entering the wider
consciousness of the public. He replaces such ideas with
functional rules and takes on the fantasy genre.
You change the weather within a 2-mile radius of the staff
ofwinterto that of a heavy blizzard in the dead of winter.
If the staff moves, the effect of the ritual moves with it.
The bearer of the staff controls the blizzard’s general ten¬
dencies, such as the direction and intensity of the wind or
the degree of obscurity from snow.The bearer of the staff
cannot control specific applications of the weather, such
as specific gusts of wind or specific squares of obscur¬
ing terrain. The altered weather persists for a duration
you choose up to the maximum determined by your skill
check result.
You and each ally within 2 squares of you can move on
water as if it were solid ground. Rapids or choppy seas are
considered difficult terrain. The target of this ritual can
end its benefit as a free action. The target can immerse
itself in water or swim underwater if desired without
needing to end the ritual.
Windmaster’s Mantle
This ritual expands the power of your mantle of the sev¬
enth wind to allyour allies.
| Check Result
Maximum Duration |
19 or lower
2 hours
20-29
4 hours
30-39
16 hours
40 or higher
24 hours
Once the blizzard ends, the staff of winter cannot serve
as the focus for this ritual again for 24 hours, and you
cannot cast it again for 24 hours.
Level: 20
Category: Travel
Time: 10 minutes
Duration: 2 hours
Component Cost: Focus
(mantle of the seventh wind)
Market Price: 25,000 gp
Key Skill: Arcana (no check)
You and each ally within 5 squares of you gains overland
flight 20. Those affected by this ritual can take no actions
other than moving while flying at your overland flight
speed. Each individual affected by the ritual can end its
effect on that individual (no action required), and if that
individual ends the effect, he or she floats harmlessly
to the ground. When using this ritual to fly for 10 hours,
including rests, you can travel approximately 100 miles.
March 2010 | DRAGON 38S
CLASS Acts: Assassin
SHADOW'S SEDUCTION
By Robert J. Schwalb
Illustration by Mike Faille
The assassin, introduced in Dragon® #379, presents the first look at the shadow power source and
hints at the requirements to master it. Assassins, and other classes that wield shadow magic, forfeit
shard of their souls to safely channel the dark energy imbuing the Shadowfell. Not only does following
this path require a strong commitment due to the sacrifice involved, but users of shadow magic might
find that people view their abilities negatively. One doesn’t dip into the shadow power source without
paying a price, and those who seek out its power must do so with a full awareness of the perilous
demands they must meet.
Although uncommon, opportunities exist for those unwilling to make the full commitment
to the Shadowfell’s power. Yet if such individuals think they can escape the plane’s steep price
completely, they learn their error quickly. As with any class, you can choose the assassin as your
sole class, as a hybrid class, or by taking multiclass feats. This article presents the assassin hybrid
class, while also expanding options available to all assassins.
rch 2010 | DRAGON 38S
Class Acts.- Assassin
THE HYBRID ASSASSIN
You have accepted your dark reflection and under¬
stand its place in your soul. Yet you are unwilling to
surrender completely to the darkness you now harbor.
What drove you to seek out the Shadowfell’s
power? Were you driven by grief, guilt, hatred, or
vengeance? Something else? Is your divided focus the
result of an incomplete bond? Or do you dabble in
other areas to better conceal your sinister nature?
As a hybrid assassin, you can call forth shrouds to
help guide your attacks where they can deal the most
damage, but you sacrifice many of the techniques
assassins use to evade their enemies.
CLASS TRAITS
Role: Striker
Power Source: Shadow
Key Abilities: Dexterity, Charisma, Constitution
Armor Proficiencies: Cloth, leather; light shield
Weapon Proficiencies: One-handed simple melee,
military heavy blades, military light blades, simple
ranged
Implements: Ki focuses
Bonus to Defense: +1 Fortitude or Will
Hit Points at 1st Level: 5
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Trained Skills: You gain one extra trained skill,
chosen from the list of class skills below.
Class Skills: Acrobatics (Dex), Arcana (Int),
Athletics (Str), Bluff (Cha), Endurance (Con),
Insight (Wis), Perception (Wis), Stealth (Dex),
Streetwise (Cha), Thievery (Dex)
Class Features: Assassin’s shroud (hybrid)
Hybrid Talent Options: Guild Training, shade form,
shadow step
Assassin’s Shroud (Hybrid)
You gain the assassin power assassin’s shroud (Dragon
#379, page 19), except you can subject a target to a
maximum of two shrouds and you can invoke your
shrouds on a target only when you attack with an
assassin power or an assassin paragon path power.
Hybrid Talent Options
If you take the Hybrid Talent feat, you can select from
Guild Training, shade form, and shadow step.
Guild Training
When you select this option, you can choose one of
the following class features.
Bleak Disciple (Hybrid): This class feature func¬
tions exactly as the assassin class feature (Dragon
#379, page 17), except you gain temporary hit points
only when you hit an unbloodied target when using
an assassin attack power or assassin paragon path
attack power.
Night Stalker (Hybrid): This class feature func¬
tions exactly as the assassin class feature (Dragon
#379, page 17), except the bonus to damage rolls
applies only to attacks made when using assassin
powers and assassin paragon path powers.
Shade Form
This class feature functions exactly as the assassin
class feature (Dragon#379, page 19).
Shadow Step
This class feature functions exactly as the assassin
class feature (Dragon #379, pagel9).
GOOD HYBRID
COMBINATIONS
Assassins combine best with other striker classes
since doing so provides two methods for deal¬
ing striker damage. The strongest combinations
include assassin/rogue, assassin/monk, and
assassin/ranger. If want to develop leader tech¬
niques, the assassin/bard is a good choice. For
defender, think about the assassin/paladin to
improve your durability and gain self-healing.
Combining an assassin with controller classes is
difficult since few abilities overlap. To add con¬
trol techniques, you are served better by picking
up the sorcerer or warlock. Although they are
not controllers, many spells available to them
have controller effects.
March 2010 | DRAGON 38S
NEW FEATS
The following feats expand options for all kinds of
assassins. Any character who meets the prerequisites
can take these feats.
Assassin’s Challenge
Assassin, paladin, assassin’s shroud
Betrayal of Zerthimon
Cursed Shadow
Darkness’s Wings
BlMlBlKd Killer B
Eilserv’s Treachery
Eye of Death and Despair
Far Shadow
Flickering Fortunes
Ghostly Voyage
Horned Nightrnate
Hunting Shadow
Insidious Shroud
Githzerai, assassin, assassin’s shroud
Assassin, warlock
Shadar-kai, assassin, shadowjaunt
Assassin, monk, assassin’s shroud
Draw, assassin, Lolthtouched, shade form
Assassin, assassin’s shroud, Vistani Heritage
Drow, assassin, cloud of darkness power
Githzerai, assassin, shade form
Wilden, assassin, voyage of the ancients
Minotaur, assassin, shade form power
Wilden, assassin, assassin’s shroud, pursuit of the hunter
Changeling, assassin, changeling trick, assassin’s shroud
Lolth’s Embrace
Menacing Sorcery
Merciless Nature
Murderous Hunter
Roguish Killer
Shadowforged Killer
Spirited Shadows
Uncovered Hatred
Word of Shadow
Drow, assassin, darkfire, assassin’s shroud
Assassin, sorcerer, assassin’s shroud
Wilden, assassin, wrath of the destroyer
assassin’s shroud BS
Assassin, rogue, assassin’s shroud
Warforged, assassin, warforged resolve, shade form
Drow, assassin, cloud of darkness, shadow step
Kalashtar, assassin, shade form
Assassin, bard, majestic word
1 Paragon Tier Feat
Prerequisites
Darkened Soul
Shadow Initiate, paragon multiclassing
Class Acts.- Assassin
Benefit
Use holy symbol as implement for assassin powers, divine challenge deals extra damage to
assassin’s shroud target
Assassin’s shroud target grants combat advantage if it hasn’t yet acted
Gain Shadow Walk; use rods as implements
Regain shadowjaunt and gain darkvision
Extra damage with Flurry of Blows and assassin’s shroud
Expend Lolthtouched power to regain shade form
Evil eye of the Vistani and assassin’s shroud target is immobilized and grants combat advantage
Cloud of darkness becomes area burst 1 within 10 squares
Use shade form when you take your second wind
Gain insubstantial with voyage of the ancients
Gain phasing during charges with shade form
Extra damage and teleport instead of shift with pursuit of the hunter
Successful changeling trick allows extra use of assassin’s shroud
When you use darkfire you can also use assassin’s shroud
Ranged sorcerer attacks do not provoke opportunity attacks from assassin’s shroud target
Gain combat advantage with wrath of the destroyer attack if triggered by assassin’s shroud target
Assassin’s shroud target takes Hunter’s Oua^ffifj iaktnag gaeg^n on a miss
Assassin’s shroud target take sneak attack damage even on a miss
Expend warforged resolve to regain shade form
Teleport farther and gain combat advantage with shadow step and cloud of darkness
Enemy triggering bastion of mental clarity takes psychic damage
Majestic word grants concealment
March 2010 \ DRAGON 38S
Class Acts.- Assassin
HEROIC TIER FEATS
The following feats are suitable for any character who
meets the prerequisite.
Assassin’s Challenge
Prerequisite: Assassin, paladin, assassin’s shroud
power
Benefit: You can use a holy symbol as an imple¬
ment for your assassin implement powers.
In addition, whenever a creature takes damage
from your divine challenge power, that creature takes 1
extra damage for each of your assassins shrouds on it.
Betrayal of Zerthimon
Prerequisite: Githzerai, assassin, assassin’s shroud
power
Benefit: When you target an enemy that has not
yet acted in the encounter with your assassin’s shroud
power, the enemy grants combat advantage until the
start of your next turn.
Cursed Shadow
Prerequisite: Assassin, warlock
Benefit: You can use rods as implements for your
assassin implement powers.
In addition, you gain the warlock’s Shadow Walk
class feature if you do not already have it.
Darkness’s Wings
Prerequisite: Shadar-kai, assassin, shadow jaunt
power
Benefit: You can expend your shade form power
as a free action to regain the use of your shadow jaunt
power.
In addition, you gain darkvision.
Disciplined Killer
Prerequisite: Assassin, monk, assassin’s shroud
power
Benefit: When you use Flurry of Blows against
the target of your assassin’s shroud power, you deal 1
extra damage to the target for each of your assassin’s
shrouds on it.
Eilserv’s Treachery
Prerequisite: Drow, assassin, Lolthtouched racial
power, shade form power
Benefit: You can expend your Lolthtouched
power as a free action to regain the use of your shade
form power.
Eye of Death and Despair
Prerequisite: Assassin, assassins shroud power,
Vistani Heritage
Benefit: When you use evil eye of the Vistani
against the target of your assassins shroud power, the
target instead grants combat advantage and is immo¬
bilized until the end of your next turn.
Ear Shadow
Prerequisite: Drow, assassin, cloud of darkness
power
Benefit: You can use cloud of darkness as an area
burst 1 within 10 squares.
Elickering Eortunes
Prerequisite: Githzerai, assassin, shade form
power
Benefit: You can use shade form as a free action
when you use your second wind.
Ghostly Voyage
Prerequisite: Wilden, assassin, voyage of the
ancients power
Benefit: When you use voyage of the ancients, you
also become insubstantial until the end of your next
Horned Nightmare
Prerequisite: Minotaur, assassin, shade form power
Benefit: You gain phasing when you charge while
benefiting from your shade form power.
Hunting Shadow
Prerequisite: Wilden, assassin, assassin’s shroud
power, pursuit of the hunter power
Benefit: You teleport instead of shift when using
pursuit of the hunter. In addition, until the end of your
next turn, your attacks against the triggering enemy
deal 1 extra damage for each assassin’s shroud to which
the target is subjected.
Insidious Shroud
Prerequisite: Changeling, assassin, changeling
trick power, assassin’s shroud power
Benefit: When you use changeling trick and you
succeed on the Bluff check, you can use assassin’s
shroud once against the target even if you have already
used it on the target this turn.
Lolth’s Embrace
Prerequisite: Drow, assassin, darkfire power,
assassin’s shroud power
Benefit: When you hit a target with darkfire, you
can use assassin’s shroud once against the target even if
you have already used it on the target this turn.
March 2010 \ DRAGON 38S
Class Acts.- Assassin
Menacing Sorcery
Prerequisite: Assassin, sorcerer, assassin’s shroud
power
Benefit: Your ranged sorcerer attacks do not pro¬
voke opportunity attacks from a creature subject to
your shroud.
Merciless Nature
Prerequisite: Wilden, assassin, wrath of the
destroyer power
Benefit: If the enemy triggering your wrath of
the destroyer power is subject to one or more of your
shrouds, you gain combat advantage for the melee
basic attack or charge attack.
Murderous Hunter
Prerequisite: Assassin, ranger, assassin’s shroud
power
Benefit: When you invoke your assassins shroud
and miss the target, you can deal the bonus damage
from your Hunter’s Quarry to the target if you
invoked two or more shrouds when you attacked it.
Roguish Killer
Prerequisite: Assassin, rogue, assassin’s shroud
power
Benefit: When you invoke your assassin’s shroud
and miss the target, and the target grants combat
advantage to you, you can deal the bonus damage
from your Sneak Attack to the target if you invoked
two or more shrouds when you attacked it.
Shadoweorged Killer
Prerequisite: Warforged, assassin, warforged
resolve power, shade form power
Benefit: You can expend your warforged resolve
power as a free action to regain the use of your shade
form power.
Spirited Shadows
Prerequisite: Drow, assassin, cloud of darkness
power, shadow step power
Benefit: When you use shadow step while within
the area of your cloud of darkness power, you can
instead teleport a number of squares equal to your
Dexterity modifier. One enemy adjacent to you at the
end of the teleport grants combat advantage to you
until the end of your next turn.
Uncovered Hatred
Prerequisite: Kalashtar, assassin, shade form
power
Benefit: When you use bastion of mental clarity, the
triggering enemy takes psychic damage equal to your
Charisma modifier plus 1 damage for each of your
shrouds on it.
PARAGON TIER FEAT
The feat in this section is available to any characters
of 11th level and above who meet the prerequisites.
Darkened Soul
Prerequisite: 11th level, Shadow Initiate feat,
paragon multiclassing as assassin.
Benefit: You gain the assassin shade form power.
About the Author
Robert J. Schwalb is an award-winning game designer
whose work can be found in numerous roleplaying source-
books and accessories. His most recent work can be found in
the Dark Sun® Campaign Setting, Dark Sun Creature Catalogue,
Monster Manual ® 3, and the Player’s Handbook® 3. Robert lives
in Tennessee.
Word oe Shadow
Prerequisite: Assassin, bard, majestic word power
Benefit: When you use majestic word, you can
choose to give any or all your targets concealment
until the start of your next turn.
March 2010 | DRAGON 38S
Class Acts.- Shaman
By Russell Jones and Jeramy Pappas
Illustration by Peter Tikos
A shaman’s uniqueness in the leader role comes from more than just
the source of his or her power. Although your shaman character Jills the
same role as a cleric, warlord, artificer, or hard, how your shaman sees
the world and leads allies through it are vastly different. Where others see
actions and consequences, your character sees a writhing vortex of spirits
underlying every move your shaman and his or her allies make. Much
like an architect reads a blueprint, your shaman sees life not as a whole
but as a collection of parts invisible to most of the outside world.
As your shaman character grows in power, his or her view of the
spirit world becomes clearer, and you can focus your character’s abilities
to manipulate and coax more power from the spirits around him or her
in unique ways. Each shaman character can become a paragon of the
spirit realm and the natural world.
March 2010 | DRAGON 38S
SOUL IGNITER
“We will burn your evil from the world."
Prerequisite: Shaman, call spirit companion power
The essence of fire is the essence of potential. Even
the smallest flame can become a raging conflagra¬
tion, capable of consuming everything in its path.
Fire is an unstoppable force unmatched by almost
anything else in the primal world. Likewise, the spirit
of flame has the capability to consume everything
it touches, growing with and reshaping the world
around it. However, every fire spirit starts small; only
with fuel can it grow.
As a soul igniter, you imbue the physical being
with fiery spirits, providing a limitless supply of fuel
for these powerful forces. This imbued spirit is called
Soulfire, and it allows your allies to move at the speed
of a raging wildfire while enhancing their blows with
burning spiritual flames. As you grow in power, your
spirit companion also becomes a stronger conduit for
the spirit of flame, capable of unleashing scorching
fury at your enemies.
Soul Igniter Features
Soulfire (11th level): You gain the soulfire power.
You call upon primal spirits offlamt
white-hot fire.
i to wreathe your target in
At-Will ♦ Fire, Primal
Free Action Close burst 10
Trigger: You or an ally in burst scores a critical hit with an
Target: The triggering creature
Effect: Until the end of the target’s next turn, the target gains
a +2 power bonus to speed, a +2 power bonus to Reflex,
and deals extra fire damage equal to your Wisdom modifier
each time he or she hits with an attack.
Soulfire Action (11th level): When you spend
an action point, you can use your soulfire power as a
free action, targeting yourself and two allies in range.
Fiery Spirit (16th level): If a melee or ranged
attack deals damage to your spirit companion and
causes it to disappear, your spirit deals ld6 + your
Wisdom modifier fire damage to each enemy adja¬
cent to it.
Soul Igniter Powers
Soul Flare Soul Igniter Attack 11
Fiery spirits surround and pierce through your enemies, then
pour into an ally. Your compatriot’s eyes glow with white-hot
brilliance as waves of heat emanate from his or her body.
Encounter ♦ Fire, Implement, Primal
Standard Action Area burst 1 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Flit: 2d10 + Wisdom modifier fire damage.
Effect: You use your soulfire power on one ally in the burst as a
free action.
Class Acts.- Shaman
Soul Furnace Soul Igniter Utility 12
The air around your allies erupts in licking fire, scorching any
enemy that dares to come too close.
Daily ♦ Fire, Primal
Minor Action Personal
Effect: Until the end of the encounter, any enemy that starts
its turn or enters a square adjacent to a creature affected
by your soulfire power takes fire damage equal to your
Wisdom modifier.
Spirit Detonation Soul Igniter Attack 20
Your spirit companion explodes in a wave of fiery spirits,
burning your enemies and empowering your allies.
Daily ♦ Fire, Implement, Primal, Spirit
Standard Action Close burst spirit 2
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Flit: 3d10 + Wisdom modifier fire damage. If a creature
under the effect of your soulfire power is within the burst,
this attack instead deals 4d10 + Wisdom modifier fire
damage.
Miss: Half damage.
March 2010 | DRAGON 38S
Class Acts.- Shaman
STORMCALLER
“I have seen the power of the great storm, and I choose to
make it my own. I will cast you aside like a speck of dust on
the wind.”
Prerequisite: Shaman, call spirit companion power
Legend tells of a great spiritual storm that forms
the center of the natural world. This great, eternal
upheaval represents the power and feral nature of the
primal world. Spirits of the great wind ebb and flow
around spirits of rain and thunder as aspects of light¬
ning streak and flash in an eternal, chaotic mass. The
chaos inherent in the great storm is equal only to the
power that lies within it.
Only a powerful shaman can take up the mantle of
the stormcaller. You can bring temporary order to the
great storm and bend its power to your will. You call
forth lightning spirits to empower your companions.
You summon primal rains and wind to batter and
bewilder your foes, while sheltering your allies and
allowing them to move around the battlefield effort¬
lessly. Your close ties to the great storm grant you and
your allies protection from nature’s fury.
Stormcaller Path
Features
Charged Companion (11th level): Whenever
an enemy hits or misses your spirit companion, that
enemy takes lightning damage equal to your Wisdom
modifier. If the attack causes your spirit companion to
disappear, the enemy takes 5 extra lightning damage
and is dazed until the end of your next turn.
Driving Action (11th level): When you spend an
action point, you can shift a number of squares equal
to your Wisdom modifier, and each ally within 5
squares of you can shift 1 square.
Stormcaller Resistance (16th level): You and
your spirit companion gain resist 10 thunder and resist
10 lightning. Each ally adjacent to your spirit compan¬
ion gains resist 5 thunder and resist 5 lightning.
Stormcaller Powers
Forked Lightning Stormcaller Attack 11
Spirits of lightning leap from your outstretched fingers, slam¬
ming into your enemies then encircling your allies.
Encounter ♦ Implement, Lightning, Primal
Standard Action Area burst 1 within 10
Target: One or two creatures in burst
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier lightning damage.
Effect: Until the end of your next turn, each ally within the
burst deals extra lightning damage equal to your Wisdom
modifier each time it hits an enemy with an attack.
You summon torrents of rain spirits from the great storm,
concealing your allies and making your enemies more
susceptible to nature’s fiery.
Daily ♦ Primal, Zone
Minor Action Area burst 2 within 5
Effect: The burst creates a zone that lasts until the end of the
encounter. Each ally within the zone gains concealment.
Each enemy that enters the zone or starts its turn there
gains vulnerable 5 lightning and vulnerable 5 thunder.
Spirit Cyclone Stormcaller Attack 20
Ancient winds spiral around your spirit companion, sending
your enemies to their knees and allowing your allies to move
with incredible speed.
Daily ♦ Implement, Primal, Spirit, Zone
Standard Action Close burst spirit 2
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier damage, and the target falls
prone.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of the
encounter. Any ally within the zone can shift 3 squares to
another square within the zone as a move action.
March 2010 \ DRAGON 38S
Class Acts.- Shaman
ANIMUS PREDATOR
“You might not realize it now, but this is really going to
hurt.”
Prerequisite: Shaman, call spirit companion power
At the core of every creature lies the animating spirit
that gives life or mobility, called the animus. The
shaman sees the animus in the spirit world as one of
the most fundamental forces required for life. There¬
fore, striking at or manipulating this spirit is akin to
changing the very fiber of a creature’s being, turning
a huge advantage into the weakness that brings about
your enemy’s downfall.
A shaman who walks the path of the animus
predator has a simple philosophy: When you see no
weakness, create one. By manipulating the animus,
you make your foes weak to your allies’ attacks. You
strip away resistances and immunities, leaving your
target open to devastating blows. You give your com¬
panions the perfect weapon to bring true devastation
to your enemies.
Animus Predator
Path Features
Breaching Spirit (11th level): Attacks made
against any enemy adjacent to your spirit companion
ignore insubstantial. When you use a spirit power to
damage a creature that has regeneration, the regener¬
ation doesn’t function until the end of your next turn.
Predator Action (11th level): When you spend
an action point to take an extra action, one enemy
adjacent to your spirit companion gains vulnerable 5
damage until the end of your next turn.
Spiritual Piercing (16th level): When you
complete an extended rest, choose a damage type.
Your attacks and attacks made by each ally adjacent
to your spirit companion ignore the first 10 points of
resistance to that damage type, and the attacks treat
a creature with immunity to that damage type as if it
had resist 20 to that damage type instead.
Animus Predator Powers
Exposing Spirit Animus Predator Attack 11
Your spirit companion lashes out, leaving an aura around
your foe that exposes a previously hidden weakness.
Encounter ♦ Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier damage. The target gains vulner¬
able 10 against one damage type of your choice until the
end of your next turn.
A shimmering spirit attaches to your enemies, peeling away
their natural and magical defenses and imparting them to
your allies.
Daily ♦ Primal, Spirit, Zone
Minor Action Close burst spirit 2
Effect: The burst creates a zone that lasts until the end of the
encounter. When you use this power, choose an enemy
you can see. Each ally within the zone gains resist 10 to
all damage types to which that enemy has resistance or
immunity.
Animus Strike Animus Predator Attack 20
Your spirit companion lashes out in a devastating strike, caus¬
ing your opponent to reel in pain. Now, the foe’s every attack
has become another opening for your allies.
Daily ♦ Implement, Primal, Spirit
Standard Action Melee spirit 1
Effect: Choose one of the following types of damage: acid, cold,
fire, force, lightning, necrotic, radiant, or thunder. Make the
following attack.
Target: One creature
Attack: Wisdom vs. Will
Hit: 4d8 + Wisdom modifier damage of the type you chose
and ongoing 10 damage of the type you chose (save ends).
Miss: Half damage.
Effect: Whenever the target hits one of your allies with an at¬
tack, the target takes damage of the type you chose equal
to your Wisdom modifier (save ends).
March 2010 j DRAGON 38S
Class Acts.- Shaman
SCION OF RENEWAL
“We are bathed in the spirits of the great river. Nothing you
do can bring us harm.”
Prerequisite: Shaman, call spirit companion power
One of most ancient of shamanistic practices focuses
on the river of renewal, an ancient, all-encompassing
flow of spiritual energy that protects living things and
allows them to heal. Tribal elders invoke the river
of renewal to cleanse plagues, grow crops destroyed
by pestilence, and help close the wounds of war. No
sickness exists that this powerful energy cannot cure.
Many shamans who strive to end suffering and bring
healing to their people seek to be bathed in the spirits
of the river.
As a scion of renewal, you invoke spirits from the
river to cleanse your allies. Through your power, the
body’s natural healing is accelerated, making it able
to better fight off diseases and effects of a natural and
magical nature. You can call on the spirits of the river
to strike at your foes, leaving behind an aura of heal¬
ing for your allies. Your spirit companion becomes
a fount of spiritual energy from the river of renewal,
taking on a watery appearance as it provides a never-
ending supply of pure energy to bolster those around
it.
Scion of Renewal
Path Features
Fountain of Life (11th level): Your healing spirit
power uses d8s instead of d6s to determine the bonus
healing received by an ally adjacent to your spirit
companion. The target of your healing spirit power can
choose not to regain the hit points from spending a
healing surge and instead make a saving throw.
Mending Action (11th level): When you spend
an action point, each ally adjacent to your spirit com¬
panion can regain hit points equal to your Wisdom
modifier.
Striking Surge (16th level): When an ally adja¬
cent to your spirit companion uses his or her second
wind, he or she also gains a +2 bonus to attack rolls
and damage rolls until the end of his or her next turn.
Scion oe Renewal Powers
Renewing Wash Scion of Renewal Attack 11
A glistening spirit envelops your foe, allowing nearby allies to
shrug off the evils of battle.
Encounter ♦ Implement, Primal
Standard Action Close blast 3
Target: One enemy in blast
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage.
Effect: Each ally within the blast can make a saving throw as a
free action against an effect that a save can end.
Rain of Renewal Scion of Renewal Utility 12
Gleaming spirits rain down on your allies, bobtering their
bodies’ ability to ward off wounds and disease.
Daily ♦ Healing, Primal, Zone
Minor Action Area burst 2 within 5
Effect: The burst creates a zone that lasts until the end of the
encounter. Each ally within the zone gains a +2 power
bonus to saving throws and cannot contract diseases from
enemy attacks. Any bloodied ally gains regeneration 5
while within the zone. You can move the zone 5 squares as
a minor action.
Purging Wave Scion of Renewal Attack 20
A wave of spirits crashes down, battering your enemies and
submerging your allies in the river of renewal.
Daily ♦ Implement, Primal
Standard Action Area burst 2 within 10
Target: One, two, or three enemies in burst
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier damage. Choose one ally within
the burst subject to an effect that a save can end. That ef¬
fect ends as if the ally had succeeded on a saving throw.
Miss: Half damage.
Effect: Each ally within the burst gains regeneration 10 until
the end of your next turn.
Sustain Standard: The effect persists.
About the Authors
Russell Jones and Jeramy Pappas currently work in TV
news, but would prefer to sit around and think about dwarves
and goblins all day. They live in Arkansas, where they prowl
the night looking for sparkly vampires to stake or a decent
gaming store, whichever comes first. This is their second
article for Dragon ® magazine.
March 2010 | DRAGON 38S
CtASS Acts.- Fighters
By Daniel Jones
Illustration by Alexey Aparin
Shields have always been a dominant
image in the fighter mythos. Combat¬
ants recognize the celebrated knight by
the fearsome coat of arms on his or her
shield. The vigilant guardian raises one
to protect friends from dragon-fire. The
fallen hero is carried home on his or her
shield, which serves as the best reminder
of the duty he or she gave his or her
life to accomplish. This article provides
numerous tools for characters who wish to
continue that iconic tradition.
Below are new feats, powers, items, and more that
you can use to reflect your character’s mastery with
a shield. These options allow your fighter to wield
a shield as something greater than a mere boost to
defense. Instead it becomes an integral component of
your arsenal.
FIGHTER POWERS
Fighters who choose to wield shields have many
options that allow them to focus on that choice. Sev¬
eral of the powers detailed below require the fighter
to strike with a shield rather than a more conven¬
tional melee weapon.
Level 1 At-Will Exploit
Shield Feint Fighter Attack 1
With subtle movements and misdirection, you use your shield
to keep your opponent unsure about your next attack.
At-Will ♦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1 [W] + Strength modifier damage, and you gain a +3 pow¬
er bonus to your next attack roll against the target before
the end of your next turn.
Level 21: 2[W] + Strength modifier.
March 2010 \ DRAGON 38S
Class Acts.- Fighters
Level 1 Encounter Exploit Level 2 Utility Exploit
Level 5 Daily Exploit
Sweeping an attack aside, you strike with your shield while
You shove an ally out of hart
ns way with your shield.
your foe is out of position.
Encounter ♦ Martial
Encounter 4 Martial
Minor Action
Melee 1
Immediate Reaction Melee 1
Requirement: You must be using a shield.
Trigger: An enemy adjacent to you hits or misses you or an ally
with a melee attack
Target: The triggering enemy
Attack: Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Flit: 1 dl 0 + Strength modifier damage, and you push the tar¬
get 1 square. You then shift 2 squares to a square adjacent
to the target.
Level 1 Daily Exploit
Shove and Slap
As you push away the foe in front of you, you greet another
with the cold surface of your shield.
Daily ♦ Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Primary Target: One creature
Primary Attack: Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Flit: 2d10 + Strength modifier damage, and you push the pri¬
mary target a number of squares equal to 1 + your Wisdom
modifier. You can shift 1 square into the space your target
occupied.
Miss: Half damage, and you push the primary target 1 square.
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary
Secondary Attack: Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: Strength modifier damage, and the secondary target is
dazed (save ends).
Requirement: You must be using a shield.
Target: One ally
Effect: You push the target 3 squares. Then you can mark an
enemy adjacent to you until the end of your next turn.
Level 3 Encounter Exploit
An attack gets through, but before the attacker can withdraw,
you smash your shield down upon it with crippling force.
Encounter ♦ Martial
Immediate Interrupt Melee 1
Requirement: You must be using a shield.
Trigger: An enemy adjacent to you hits you or an ally with a
melee attack
Target: The triggering enemy
Attack: Strength + 3 vs. Fortitude
Level 11: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: 1 dl 0 damage, and the target is weakened until the end of
As your opponents guard against the relentless fury of your
weapon, you surprise them with a shield attack that shows
them you mean business.
Daily ♦ Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Target: One creature
Attack: Strength + 4 vs. AC
Level 11: Strength + 6 vs. AC
Level 21: Strength + 9 vs. AC
Hit: 3d10 + Strength modifier damage.
Miss: Half damage.
Effect: You mark each enemy within 5 squares of you who cai
see you until the end of your next turn.
Level 6 Utility Exploit
Just the sight of your shield keeps the memory of its use fresh
in the minds of your enemies.
Daily 4 Martial, Stance
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the stance ends, enemies take a -2 penalty to
Fortitude while adjacent to you.
rch2010 | DRAGON 38S
Class Acts.- Fighters
Level 7 Encounter Exploit Level 10 Utility Exploit
Level 15 Daily Exploit
Armored Assault _Fighter Attack 7
Burying your shoulder into your shield, you plow forward
through any foe.
Encounter ♦ Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Effect: You move your speed. At one point during this
movement, you can make the following attack.
Target: One enemy
Attack: Strength + 4 vs. Fortitude
Level 1 1: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Flit: 1 dl 0 + Strength modifier damage, and you slide the tar¬
get 1 square and knock it prone.
Level 9 Daily Exploit
Shield and a Hard Place Fighter Attack 9
Having maneuvered your foe into a disadvantageous position,
you lunge and trap it with your shield.
Daily ♦ Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Target: One creature that is prone, adjacent to blocking terrain,
or adjacent to an ally
Attack: Strength + 6 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Flit: 2d10 + Strength modifier damage, and the target is
grabbed. Until the grab ends, when the target starts its
turn, it takes damage equal to your Strength modifier.
Miss: Half damage, and you slide the target 1 square.
Special: When charging, you can use this power in place of a
melee basic attack.
Shield Deflection Fighter Utility 10
Attacks rebound from your shield to find new targets.
Daily ♦ Martial
Immediate Interrupt Personal
Trigger: An attack against your AC or Reflex misses you
Effect: Choose a creature within 2 squares of you and within
range of the triggering attack, including the triggering
attacker. The attacker repeats the attack against that
creature.
Level 13 Encounter
Exploit
Shield Bearer’s Vendetta Fighter Attack 13
When an enemy successfully attacks, you and your shield pun¬
ish thefoe-and any other enemies nearby.
Encounter ♦ Martial
Immediate Reaction Close hurst 1
Requirement: You must be using a shield.
Trigger: An enemy hits you or an ally adjacent to you with a
melee attack
Effect: You can shift 2 squares to a square adjacent to the
triggering enemy.
Target: Each enemy in burst you can see
Attack: Strength + 6 vs. Reflex
Level 21: Strength + 9 vs. Reflex
Hit: 1 dl 0 + Strength modifier damage, and the target is dazed
until the end of its next turn.
While you at
your way.
r e safely behind your shield, nothing can stand in
Daily ♦ Martial
Standard Action Melee 1
Requirement: You must be using a shield.
Effect: You move your speed. Each time you enter a square
adjacent to an enemy, make the following attack against
that enemy. You cannot attack the same enemy more than
once with this power.
Target: One enemy
Attack: Strength + 7 vs. Fortitude
Level 21: Strength + 9 vs. Fortitude
Hit: 2d10 + Strength modifier damage, and you slide the tar¬
get 1 square and knock it prone.
Miss: Half damage.
Level 16 Utility Exploit
Shield Clamor Fighter Utility 16
The clanging of your weapon against your shield is a rallying
cry for your allies.
Encounter ♦ Martial
Standard Action Close burst 5
Requirement: You must be using a shield.
Target: Each enemy in burst you can see
Effect: You mark the target until the end of your next turn. In
addition, when the target makes an attack that does not
include you as a target before the end of your next turn,
you can charge the target as an immediate interrupt. If you
hit the target with the attack at the end of the charge, the
target also falls prone.
March 2010 | DRAGON 38S
Class Acts.- Fighters
FEATS
To provide your fighter character with further shield-
based options, consider choosing one of the following
feats.
Heroic Tier Feats
The following feats are suitable for any character who
meets the prerequisite.
Encouraging Shield
Prerequisite: Fighter
Benefit: Your shield bonus also applies to your
Will defense.
Unbalancing Shield Shove
Prerequisite: Fighter
Benefit: When you hit with an opportunity attack
while using a shield, the target grants combat advan¬
tage until the end of your next turn.
Paragon Tier Feats
Feats in this section are available to any characters of
11th level and above who meet the prerequisites.
Hindering Shield
Prerequisite: 11th level, fighter
Benefit: Whenever you pull, push, or slide a crea¬
ture with an attack while you are using a shield, you
can also slow that creature until the start of your next
Ubiquitous Shield
Prerequisite: 11th level, fighter
Benefit: While you are using a shield, enemies
gain no bonus to attack rolls for having combat advan¬
tage against you.
PARAGON PATH
Fighting with multiple shields might appeal to the con¬
cept behind your fighter. If so, the following paragon
path could help you further customize your character.
Snapping Testudo Path Eeatures
Two Shield Action (11th level): When you
spend an action point to take an extra action while
using two shields, you gain a +4 bonus to all defenses
until the end of your next turn.
Two-Fold Defense (11th level): While you are
wielding two shields, increase the shield bonus one
grants by +1.
Behind the Shell (16th level): When you are
in the way of a ranged attack against an ally, that
ally has superior cover from your position instead of
normal cover.
Snapping Testudo
“Only one shield? I might as well fight naked!”
Prerequisite: Fighter, proficiency with shields
Both legend and conventional wisdom suggest that
dwarves first developed the style of fighting that
exchanged a weapon for an extra shield. Being stal¬
wart by nature, they appreciated a tactic that might
favor those who stand fast. Being stubborn by nature,
they vigorously pursued something counterintuitive
until they made it work.
The other races only experimented with the
testudo style as tales of the dwarf testudos’ exploits
began to spread. Today, members of all races can
become testudos, but all still study the teachings of
those first dwarf masters.
As a snapping testudo you exchange some of your
damage potential for extreme defense and greater
control of the battlefield. With your awe-inspiring
shields and savvy, you force your enemies to fight
where you want them to fight, and then cripple them
whether or not they oblige.
Snapping Testudo Exploits
Withferodous strengthyou slamyour shields together, crush¬
ing opponents between them os though with enormousjaws.
Encounter ♦ Martial
Standard Action Melee I
Requirement: You must be wielding two shields.
Target: One or two creatures
Attack: Strength + 6 vs. Reflex
Level 21: Strength + 9 vs. Reflex
Hit: 2d8 + Strength modifier damage, and the target is dazed
until the end of your next turn.
Effect: If you hit two targets with this power, slide one 2
squares to a square adjacent to both the other target and
Shielded Snapping Testudo Utility 12
Aggression
While safe within your shielded shell, you attack with greater
power and strike your foes harder.
Daily 4 Martial, Stance
Minor Action Personal
Requirement: You must be wielding two shields.
Effect: Until the stance ends, whenever you hit an enemy while
using a shield, you can choose to slide the target 1 square
or increase by 1 square any forced movement that the at¬
tack already grants.
March 2010 \ DRAGON 38S
Class Acts.- Fighters
Paddlewheel Snapping Testudo Attack 20
You spin through the battlefield like a tornado, using your
shields to buffet and repositionfoes as you go.
Daily ♦ Martial
Standard Action Melee 1
Requirement: You must be wielding two shields.
Effect: You shift 2 squares.
Primary Target: One or two creatures
Primary Attack: Strength + 8 vs. Reflex
Hit: 2d10 + Strength modifier damage, and you slide the pri¬
mary target 2 squares and knock the primary target prone.
Miss: Half damage, and you slide the primary target 1 square.
Effect: You shift up to 2 squares and make a secondary attack.
Secondary Target: One or two creatures that are not
primary targets
Secondary Attack: Strength + 8 vs. Reflex
Hit: 2d10 + Strength modifier damage, and you slide
the secondary target 2 squares and knock the secondary
target prone.
MAGIC ITEMS
The following shield options could be just what you
need for your fighter when he or she next heads out
on an adventure.
Dragontooth Shield_Level 7
Made to resemble a massive dragons tooth, this shield can be
a deadly weapon.
Lvl 7 2,600 gp
Item Slot: Arms
Shield: Any
Property: This shield is considered a military weapon and
can be used as a one-handed melee weapon with +2
proficiency, 1 d6 damage, pick, high crit, off-hand. It grants
a +2 enhancement bonus to attack rolls and damage rolls
when used as a melee weapon, and it deals 2dl 2 extra
damage on a critical hit.
1 Fighting Shield
Level 1 1
This shield quivers on your arm, eager to ti
iste blood with its
sharpened edge.
Lvl 1 360 gp
Item Slot: Arms
Shield: Any
Property: This shield is considered a military weapon and
can be used as a one-handed melee weapon with +3
proficiency, 1 d6 damage, heavy blade, off-hand. It grants
a +1 enhancement bonus to attack rolls and damage rolls
when used as a melee weapon, and it deals 1 d6 extra
damage on a critical hit.
1 Soul Shield
Level 18 1
This shield of rough obsidian chills the spirit a
s well as the
flesh.
Lvl 18 85,000 gp
Item Slot: Arms
Shield: Any
Property: This shield is considered a military weapon and
can be used as a one-handed melee weapon with +2
proficiency, 1 d8 damage, axe, off-hand. It grants a +4
enhancement bonus to attack rolls and damage rolls when
used as a melee weapon, and it deals 4d12 extra damage
on a critical hit.
In addition, when you reduce an enemy to 0 hit points
with this shield, you gain a +2 power bonus to your next
attack roll before the end of your next turn.
Sun Shield Level 13
This golden disc flares with radiance as you wield it.
Lvl 12 13,000 gp
Item Slot: Arms
Shield: Any
Property: This shield is considered a military weapon and
can be used as a one-handed melee weapon with +3
proficiency, 1 d6 damage, heavy blade, off-hand. It grants
a +3 enhancement bonus to attack rolls and damage rolls
when used as a melee weapon, and it deals 3d12 extra
radiant damage on a critical hit.
Power (At-Will ♦ Radiant): Minor Action. The shield sheds
bright light within 10 squares, and melee attacks made
with the shield deal radiant damage instead of other dam¬
age types. You can end this effect as a minor action.
About the Author
This is Daniel Jones’s first article for Dragon® magazine.
Now he has a loving and beautiful wife, they’re expect¬
ing their first child, and he’s written for the Dungeons &
Dragons® game. Dreams do come true.
March 2010 j DRAGON 38S
Class Acts.- Sorcerer
By Jeff Morgenrotk
Illustration by Sarah Stone
All chaos sorcerers tap the Elemental Chaos for their power, but while most use that
plane’s raw energy to unleash wildly devastating spells, others find subtler applications.
For these sorcerers, the entropic forces leaking into the world are not manifested as de¬
structive magic, but as the unseen antithesis of natural laws. They use it to defy prob¬
ability and undermine reality with formless chaos, bending events to their whims with
what appears to be exceedingly good luck.
These chaos sorcerers find ways to win against all odds. With reckless bravado
they throw themselves into dangerous situations, trusting in one fortunate coincidence
after the next. Many with this devil-may-care attitude find the life of a swashbuckling
adventurer appealing, while others approach chaos as a calculated means to accomplish
their goals. For them it might be a way to ignore or subvert the limitations of reality-to
cheat, even though chaos can never be fully mastered. The greatest paragons of chaos
manipulation are the luckbenders, who wander the world playing games against reality
with a stacked deck, wagering their lives for glory and thrills.
Are you feeling lucky, sorcerer?
March 2010 | DRAGON 38S
Class Acts.- Sorcerer
PLAYING WITH CHAOS
Your link to the Elemental Chaos is constantly felt
in the world around you, manifesting as a near con¬
tinuous source of good fortune. In reality, you are a
living rift between planes, allowing invisible tendrils
of chaos to wreak subtle havoc in your environment,
but in your favor. Simply put, you bend reality so that
you often appear to be in the best place at the best
possible time. You might accompbsh this by focusing
your thoughts towards a specific result, or you might
merely remain optimistic that your luck will hold
true. Either way, when the forces of chaos take over,
you manage to convince them to obey your urges and
bend reality to your will.
Heroic Tier
Sorcerer Feats
Beginner’s Luck
Prerequisite: Sorcerer, Wild Magic class feature
Benefit: Before making an untrained skill check,
choose even numbers or odd numbers. If the result
of the d20 roll for that skill check matches the kind
of number selected, you gain a feat bonus to that skill
check equal to your Charisma modifier.
Distracting Coincidences
Prerequisite: Sorcerer, Wild Magic class feature
Benefit: Targets you slide with sorcerer attacks or
your Unfettered Power take a -2 penalty to AC until
the end of your next turn.
Opportune Chaos Burst
Prerequisite: Sorcerer, Wild Magic class feature
Benefit: When you make your first attack roll
each turn, choose odd numbers or even numbers.
If you chose odd and the result on the die is an odd
number, your Chaos Burst class feature allows you to
roll two saving throws against effects that a save can
end. If you chose even and the result on the die is an
even number, your Chaos Burst class feature grants
you a +3 bonus to AC until the start of your next turn.
Unlucky Teleport
Eortunate Resistance
Prerequisite: Sorcerer, Wild Magic class feature
Benefit: When you roll for your Wild Soul resis¬
tance, choose 1-5 or 6-10. If the result of your first
die roll is within the range selected, you can choose
any result to replace that die roll.
Gambler’s Initiative
Prerequisite: Sorcerer, Wild Magic class feature
Benefit: Before rolling an initiative check, choose
even numbers or odd numbers. If the result of the
d20 roll for that initiative check matches the type of
number selected, you gain a feat bonus to that initia¬
tive check equal to your Charisma modifier.
Lucky Shot
Prerequisite: Sorcerer, Wild Magic class feature
Benefit: When you use a daily sorcerer attack
power or a daily sorcerer paragon path attack power,
for one attack roll choose even numbers or odd num¬
bers. If the result of the d20 roll matches the type of
number selected, you gain a feat bonus to the damage
roll against the target equal to your Charisma modi¬
fier for this attack.
Paragon Tier Feats
Coincidental Success
Prerequisite: Sorcerer, Wild Magic class feature
Benefit: Once per encounter when you make a
skill check as a part of a skill challenge, choose 1-10
or 11-20. If the result of the d20 roll for that skill
check is within the range selected, you automatically
earn one success for that skill challenge.
Prerequisite: Sorcerer, Wild Magic class feature
Benefit: Enemies you teleport with sorcerer
powers or with sorcerer paragon path powers or class
features take ldlO psychic damage.
GAMES OF CHANCE
Although these rules use guessing the results of
dice rolls to determine additional effects, a fun
alternative might be to use other iconic games
of chance. Consider flipping a coin and calling
heads or tails, or guessing a draw of red or black
from a deck of standard poker cards instead
of guessing odd or even or guessing a number
range. Incorporate these items into your char¬
acter’s motif to create a memorable gambler
persona.
March 2010 \ DRAGON 38S
Class Acts.- Sorcerer
Level 2 Utility Spell
You must have been in the right place at the right time.
Daily ♦ Arcane
Free Action Personal
Trigger: You miss a target with a sorcerer attack power.
Effect: Reroll the triggering attack roll. If you still miss the tar¬
get even after the reroll, you take psychic damage equal to
your Charisma modifier and regain the use of this power at
the start of your next turn.
You manipulate the chaos of battle surrounding an ally and
transfer some of their luck to you.
Daily ♦ Arcane
Free Action Personal
Trigger: An ally within 10 squares makes an attack.
Effect: Before the ally makes his or her first attack roll for the
triggering attack, choose 1 -10 or 11 -20. If the result on
the die for the attack roll of the triggering attack is within
the range selected, you gain a +5 power bonus to damage
rolls until the end of your next turn. Otherwise, you gain a
+2 power bonus to damage rolls until the end of your next
Level 6 Utility Spell
“Let’s take a chance-I’ve got a good feeling about this one.”
Encounter ♦ Arcane
Free Action Personal
Trigger: An ally within 5 squares makes an attack.
Effect: Before the ally makes his or her first attack roll for the
triggering attack, choose 1 -10 or 11 -20. If the result on
the die for the attack roll of the triggering attack is within
the range selected, you gain a power bonus to damage rolls
against that target equal to 5 + your Charisma modifier
until the end of your next turn.
Level 10 Utility Spell
Weave Luck Sorcerer Utility 10
Chaos intervenes all around, creating good luck for you and
misfortune for your enemies.
Daily ♦ Arcane
Minor Action Personal
Effect: Until the end of the encounter, when you miss an
enemy with an attack roll, you gain one of the following
benefits: If the result of the die is even, you slide the target
1 square as a free action. If the result on the die is odd,
you gain a +2 power bonus to your next attack roll made
against that target before the end of your next turn.
Level 16 Utility Spell
With high hopes, you trust in chance to empower your attack.
Encounter ♦ Arcane
Free Action Personal
Trigger: You make a damage roll.
Effect: Reroll the damage roll, and use the new result. If the
new result is higher than the triggering damage roll’s result,
you deal extra damage equal to your Charisma modifier. If
the new result is lower, you take psychic damage equal to
your Charisma modifier.
Level 22 Utility Spell
1 Fool’s Luck
Sorcerer Utility 22 1
“What can I say? Thingsjust tu
rn out my way”
Daily ♦ Arcane
Free Action Personal
Trigger: You roll a skill check, ability check, or attack roll and
dislike the result.
Effect: Reroll the triggering roll. If you roll a natural 20, you
regain the use of this power at the end of your next turn.
PARAGON PATH:
LUCKBENPER
“Never tell me the odds.”
Prerequisite: Sorcerer, Wild Magic class feature
As a luckbender, your manipulation of chance is
a way of life. You’re accustomed to turning failure
into success and cheating your way through danger¬
ous situations. As your connection to the Elemental
Chaos grows stronger, you can influence chaos in the
actions of others, as well as place wagers on your own
fate by using attacks and abilities that open up the
full potential of chance to intervene on your behalf.
With this path, you might make deliberate wagers
on the whims of chaos, or swagger with the assured
confidence of a master gambler. Either way, luck is on
your side.
Luckbender Path Features
Chaos Soul (11th level): When you roll initiative,
you can reroll your Wild Soul resistance and keep the
new result.
Luckbender’s Action (11th level): When you
spend an action point to make a sorcerer attack,
choose 1-10 or 11-20. If the result on the die for the
first attack roll you make as a part of that attack is
within the range selected, you regain the use of your
lowest-level sorcerer encounter attack power.
Lucky Number (16th level): You score a critical
hit with sorcerer and luckbender attack powers on a
result of 19-20.
March 2010 | DRAGON 38S
Class Acts.- Sorcerer
Luckbender Spells
Fortunate Turn of Events Luckbender Attack 11
An enemy’s failed attack triggers a welcome, though suspi¬
ciously convenient hacklashfiom a nearby hazard.
Encounter ♦ Arcane, Implement, Varies
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares misses you with an
attack
Target: The triggering attacker and each enemy adjacent to it
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier damage. The damage is of one
type you resist with your Wild Soul class feature (if you
have multiple resistances from your Wild Soul feature,
choose one type). If you rolled an even number on this
attack roll, the target is knocked prone. If you rolled an odd
number on this attack roll, you slide the target 3 squares.
Even the Odds Luckbender Utility 12
“Real sorcerers make their own luck.”
Daily ♦ Arcane
Free Action Close burst 5
Trigger: You, an ally, or an enemy in the burst makes an attack
roll, skill check, or saving throw.
Effect: Roll 1 d6, and either add or subtract the result from the
triggering roll.
Just Not Their Day Luckbender Attack 20
You trigger an unending series of painful complica¬
tions, coincidences, and calamities that strike your enemy
simultaneously.
Daily ♦ Arcane, Implement, Varies
Standard Action Ranged 10
Target: One creature
Effect: Before making the following attack, choose 1 -10 or
11 -20. If the result on the die for the attack roll is within
the range you chose, this attack deals 2d12 extra damage,
Attack: Charisma vs. Reflex
Hit: 3d12 + Charisma modifier damage and you slide the
target 3 squares and knock it prone. The damage is of one
type you resist with your Wild Soul class feature (if you
have multiple resistances from your Wild Soul feature,
choose one type).
Miss: Half damage, and you slide the target 1 square.
SUPERIOR IMPLEMENTS
The following new superior implements follow all of the same rules as the superior implements
found on page 195 of Player’s Handbook 3.
Daggers: An accurate dagger is a lean weapon with a very narrow blade, resembling a sti¬
letto. An incendiary dagger features a wavy blade that was forged by tiefling weapon makers
using ancient techniques of Bael Turath. A lancing dagger is made of metal drawn from tall
mountains and features two jagged edges, giving it the shape of a lightning bolt. A resonating
dagger has a thick, wide blade that narrows only slightly as it approaches the tip, and can only be
made from the steel of a melted-down warhammer.
Daggers
Price
Weight
Properties
Accurate dagger
25
1
Accurate
Incendiary dagger
22
1
Energized (fire), unerring
Lancing dagger
15
1
Empowered crit, energized (lightning)
Resonating dagger
25
1
Energized (thunder), forceful
About the Author
Lurking in the outskirts of Seattle, Jeff Morgenroth has mas¬
tered fires of endless academia and the soulless drudgery of
the skittering rat-race, at last making his pact with the baleful
entities at Wizards of the Coast. He edited a portion of Mon¬
ster Manual 2, and it is prophesized that his name will defile
the pages of more books soon.
March 2010 j DRAGON 38S
Class Acts.- Swordmage
By Matt James
Illustration by John Stanko
Weaving intricate spells using beauty,
the Spellbinders are revered for their
dedication and their focus in blending
both the martial and arcane arts.
Grand Magiavant Thracius is one of the wisest and
most sought-after swordmages in the known world,
and he also serves as the leader of a guild of warrior-
mages revered by many in the arcane community. His
small concordant group, known as the Spellbinders,
consists of highly trained and specialized individuals
who dedicate themselves to the principles of weaving
magic through martial training.
Spellbinders are black sheep in many social cir¬
cles, having forsaken true dedication to conventional
spellcasting by integrating martial disciplines in their
studies. However, they are not in any way inferior,
as they prove time and time again in their various
victories across the known world. Many kings and
emperors alike have enlisted the help of the Spell¬
binders to help sway the tide of battles and ultimately
win wars.
Spellbinders come from arcane academies and
are chosen from among students that might some
might consider to be lacking in spellcasting ability.
Nothing could be further from the truth. Many of
these youngsters find that the unorthodox training
required to be a swordmage suits their styles much
better than other training.
Once harvested from the clutches of their tradi¬
tional life, Spellbinder hopefuls receive training in
formal martial arts, utilizing swordplay to enhance
their scholarly understanding of magic. Each under¬
goes a series of trials that serves to instruct the
pupil and allow instructors to evaluate the student’s
progress. A Master Spellbinder, called a Rubicant,
carefully watches over each pupil and guides him or
her on a path of pure balance. Once they have mas¬
tered each of the trials, seven in total, they receive
a special weapon upon graduation that serves as
much as an award as it does a functional tool for
their profession.
TM & © 2010 Wizards of the Coast LLC. All rights reserved.
March 2010 j DRAGON 38S
Class Acts.- Swordmage
SPELLS
Level 7 Encounter Spell
Level 15 Daily Spell
Rubicant’s Assault Swordmage Attack 15 1
further options that help draw the Spellbinders into You summon afoe to vour sidt , lashinfj out against it
y° Ur 8 ame - Encounter ♦ Arcane, Force, Implement, Teleportation
Standard Action Close hurst 3
1 EVE1 1 TYaTIV 1 Target: One enemy in burst
V 1 01 tLL Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier force damage, and you can
teleport the target to a square adjacent to you.
Ancient words resonate around you as your blade relentlessly
assaults your opposition.
Daily ♦ Arcane, Cold, Fire, Teleportation, Weapon
Standard Action Melee weapon
Effect: You can teleport 5 squares.
Primary Target: Each enemy adjacent to you that you can see
Primary Attack: Intelligence vs. AC
You pour arcane energy into improving your aegis.
Daily ♦ Arcane, Lightning, Teleportation, Weapon LEVEL 13 ENCOUNTER SPELL
Immediate Reaction Melee weapon
Target: The triggering enemy You call forth to your foe, chastising it for its impertinence.
Effect: You teleport the target to a square adjacent to you and Encounter ♦ Arcane, Cold, Implement, Teleportation
make the following attack. Standard Action Ranged 5
Attack: Intelligence vs. AC Target: Qne enemy
Hit: 2[W] + Intelligence modifier damage, and the target takes Attack: | nte ||igence vs. Fortitude
5 ongoing lightning damage (save ends). H it: 1d10 + | nte |[jgence cold damage. You weaken the target
Miss: Half damage, and the target takes 5 extra lightning until the start of your next turn and can te | eport the target
damage. t0 a S q Uare adjacent to you.
Hit: 2[W] + Intelligence modifier fire damage.
Miss: Half damage.
Effect: You can teleport 5 squares and make a secondary
attack.
Secondary Target: One enemy other than a primary target
Secondary Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier cold damage, and the second¬
ary target is dazed (save ends).
Miss: Half damage.
Level 16 Utility Spell
Level 2 Utility Spell
You create a barrier of protection for you and your allies.
Daily ♦ Arcane, Zone
Minor Action Close burst 2
A ring of magical energy washes out from you, clinging to
your allies’ weapons.
Effect: The burst creates a zone that lasts until the end of
the encounter. While in the zone, you and each ally gain
resistance to fire, cold, and lightning damage equal to your
twice your Intelligence modifier.
Daily ♦ Arcane, Varies
Minor Action Close burst 5
Target: Each weapon you or an ally is wielding in burst
Effect: Choose fire, cold, lightning, or force. The targeted
weapon deals this kind of damage until the end of your
Sustain Minor: The effect persists until the end of your nex
March 2010 \ DRAGON 38S
Class Acts.- Swordmage
Level 17 Encounter Spell Level 29 Daily Spell
Elemental Detention Swordmage Attack 17
The lightning dancing on your blade leaps to your foe and
holds it in place.
Encounter ♦ Arcane, Lightning, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier lightning damage, and the
target is restrained until the end of your next turn.
Level 27 Encounter Spell
1 Calm the Flames
Swordmage Attack 27 1
You cool your enemies’ ardor fo\
from their bodies.
' battle by drawing the heat
Encounter ♦ Arcane, Cold, Implement
Standard Action Close burst 2
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 3d10 + Intelligence modifier cold damage, and the target
is slowed and dazed until the end of your next turn.
Transdimensional Swordmage Attack 29
Invasion
You teleport back and forth across the battlefield, dragging
your enemies with you as you go.
Daily ♦ Arcane, Force, Teleportation, Weapon
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. AC
Hit: 5[W] + Intelligence modifier force damage, and you can
teleport the target to any square in the burst.
Miss: Half damage, and you can teleport the target to any
square in the burst.
Effect: You can teleport to any square in the burst.
MAGIC ITEM
This weapon is granted to swordmages who have
gone through rubicant training as a Spellbinder.
Rubicant Blade Level 8+
This beautiful and ornate weapon has seven runes inscribed
on the blade and vibrates with power when held.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,12 5,000 gp
Lvl 18 +4 85,000 gp
Weapon: Any one-handed weapon
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 per plus
Property: When a power allows you to teleport, you can add 1
square to that distance.
Property: While this weapon is bonded to you with the
swordmage Swordbond class feature, any other creature
takes a -2 penalty to attack rolls with this weapon.
Power (Daily): Move Action. You can teleport yourself and one
or two allies within 5 squares of you up to 5 squares.
About the Author
Matt James is a disabled combat veteran, having earned a
Bronze Star and Purple Heart from his recent service in the
United States Army. When not freelance writing for the Dun¬
geons & Dragons® game, he works on developing his wehsite
( http://www.loremaster.org) .
March 2010 \ DRAGON 38S
Class Acts: WIZARD
By Daniel Marthaler
Illustration by William O'Conner
Let others concern themselves with the cheap thrills of flashy pyrotechnics.
Together we will walk a path of truer power. What good is a momentary
blast of fire when we can call forth a blazing beast from the fiery heart of
the Elemental Chaos itself and bind it to our whim? Those with
the will and mettle to break a raging demon’s spirit find great rewards
come with the very real risk to body and soul that accompanies
conjuring such creatures. For those without: Professor Fleeney’s course on
setting things on fire is down the hall and to your right.
—Dwarren Hathford, professor of summoning
and conjuration, in an introductory
speech to new students
Summoning as wizards know it does not rely on helpful or even friendly beings coming
to their aid. Rather, their arcane powers tear dangerous and hostile creatures from the
Elemental Chaos and other exotic locations throughout the planes and bind them in
a semblance of servitude. This compulsion is powerful, but the summoned creatures
struggle endlessly against their eldritch bonds, and their natural inclinations take over
if the wizard’s attention waivers for long. Many would-be summoners have met their
ends at the hands of their own summoned creatures, unable to control that which they
called, but the lure such power holds draws ever more to risk themselves in its pursuit.
March 2010 | DRAGON 38S
Class Acts.- Wizard
A NOTE ON SUMMONING
All the powers presented here follow the rules
for summoning powers found in the Player’s
Handbook 2 (page 221), but with a couple of new
mechanics included as well.
Symbiosis: Each power includes a symbiosis
effect. The symbiosis entry grants you a par¬
ticular effect for which you gain the benefit as
long as the summoned creature is present. Sum¬
moned creatures (and their attacks) can never
benefit from the symbiosis effects of summoning
powers.
Intrinsic Nature: Each of these summoning
powers includes an intrinsic nature entry that
details what actions the summoned creature
takes if you do not give it any other commands.
Remember that the creatures you summon are
extremely dangerous and might not appreci¬
ate being compelled to serve a mortal wizard:
When an intrinsic nature refers to a “creature”
it includes you and your allies, not just enemies.
It might be prudent to keep in mind that a minor
action command can be quite useful in both
maneuvering your summoned creature (say,
with a move or shift) and preventing its intrinsic
nature from coming into play.
Level 1 Daily Spells
Summon Dretch Wizard Attack 1
A nauseating stench and puff of brimstone herald the arrival
of a loathsome, drooling dretch.
Daily ♦ Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Small dretch in an unoccupied space
within range. The dretch has speed 5. If the dretch is
reduced to 0 hit points, creatures adjacent to it take 5
poison damage. You can give the dretch the following
special command.
Standard Action: Melee 1; targets one or two creatures;
Intelligence vs. Reflex; 2d6 + Intelligence modifier damage.
Intrinsic Nature: If you haven’t given the dretch any com¬
mands by the end of your turn, it attacks or charges the
nearest creature and makes its listed attack (above) in place
of a melee basic attack. If it cannot attack or charge, it
moves 5 squares toward the nearest creature. In addition,
you take 1 d6 damage each time you take a standard or
move action before the end of your next turn.
Symbiosis: While the summoned dretch is present, each
creature you hit with a basic or at-will attack takes S
damage if it makes an attack before the end of its next turn,
after it makes the attack.
Summon Dust Devil Wizard Attack 1
Loose objects skitter about as the air whips round, coalescing
into a whirling elemental.
Daily ♦ Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Small dust devil in an unoccupied space
within range. The dust devil has speed 8. You can give the
dust devil the following special command.
Standard Action: Close burst 1; targets each creature in
burst; Intelligence vs. Reflex; IdIO + Intelligence modifier
damage, and the dust devil slides the target 2 squares.
Intrinsic Nature: If you haven’t given the dust devil any com¬
mands by the end of your turn, it attacks an adjacent
creature. If it can’t do that, it moves its speed toward the
nearest creature. In addition, you fall prone.
Symbiosis: While the summoned dust devil is present, you
gain a +2 power bonus to speed and a +4 power bonus to
all defenses against opportunity attacks.
Level 5 Daily Spells
Summon Imp Wizard Attack 5
With a crack and a flash of blood-red light, a tiny winged devil
appears, scorpionlike tail held ready.
Daily ♦ Arcane, Implement, Poison, Summoning
Minor Action Ranged 10
Effect: You summon a Small imp in an unoccupied space
within range. The imp has speed 4, fly 6 (hover), and resist
5 fire. You can give the imp the following special command.
Standard Action: Melee 1; targets one creature;
Intelligence vs. Reflex; 1 d8 + Intelligence modifier damage,
and ongoing 5 poison damage (save ends). The imp
becomes invisible until the start of your next turn.
Intrinsic Nature: If you haven’t given the imp any commands
by the end of your turn, it attacks an adjacent enemy that
grants it combat advantage. If it can’t do that, it turns invis¬
ible and moves its speed to a square adjacent to an enemy.
In addition, you grant combat advantage to all enemies
until the end of your next turn.
Symbiosis: While the summoned imp is present, you deal 1d6
extra poison damage with attacks when your target grants
you combat advantage.
March 2010 \ DRAGON 38S
Class Acts.- Wizard
Summon Magma Beast Wizard Attack 5
Erupting into being with a blast of searing heat comes a
magma beast, eager to incinerate your foes.
Daily ♦ Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium magma beast in an unoccupied
space within range. The magma beast has speed 4 (8 while
charging) and resist 5 fire. You can give the magma beast
the following special command.
Standard Action: Melee 1; targets one creature;
Intelligence vs. Reflex; 1 dl 0 + Intelligence modifier fire
damage, and the target takes ongoing 5 fire damage and is
slowed (save ends both).
Intrinsic Nature: if you haven’t given the magma beast any
commands by the end of your turn, it attacks an adjacent
creature or charges the nearest creature it can charge and
makes its listed attack (above) in place of a melee basic
attack. Otherwise, it moves its speed toward the nearest
enemy. In addition, you are slowed until the end of your
Symbiosis: While the summoned magma beast is present, you
can shift 2 squares as a move action. Each creature that you
hit with a basic or at-will attack cannot shift until the end
of its next turn.
Level 9 Daily Spells
Summon Hell Hound Wizard Attack 9
You summon a burning, houndlike creature that bays with the
voice of a raging inferno.
Daily ♦ Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium hell hound in an unoccupied
space within range. The hell hound has speed 7 and resist
10 fire. Any creature that enters a square adjacent to it or
starts its turn there takes 5 fire damage. You can give the
hell hound the following special command.
Standard Action: Close blast 3; targets each creature in
blast; Intelligence vs. Reflex; 2d6 + Intelligence modifier
fire damage.
Intrinsic Nature: If you haven’t given the hell hound any com¬
mands by the end of your turn, it makes its attack against
at least one enemy, targeting as many creatures as possible.
If it can’t target any enemies, it moves its speed toward the
nearest enemy. In addition, you take 5 fire damage.
Symbiosis: While the summoned hell hound is present, you
deal 1d6 extra fire damage with close and area attacks, and
each creature that hits you with melee attacks takes 1 d6
fire damage.
Summon Succubus Wizard Attack 9
With a puff of perfumed brimstone, a succubus saunters into
the world at your call.
Daily ♦ Arcane, Charm, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium succubus in an unoccupied
space within range. The succubus has speed 6, fly 6, and
resist 10 fire. You can give the succubus the following spe¬
cial command.
Standard Action: Ranged 5; targets one creature;
Intelligence vs. Will; 1 dl 0 + Intelligence modifier damage,
and the target is dominated until the end of your next turn.
Once a creature has been dominated, the target cannot be
dominated by the succubus again this encounter.
Intrinsic Nature: If you haven’t given the succubus any com¬
mands by the end of your turn, it shifts 1 square and at¬
tacks you or your nearest ally within range.
Symbiosis: While the summoned succubus is present, each
creature you hit with a basic or at-will attack takes a -4
penalty to attacks rolls made against you until the end of
Level 15 Daily Spells
Summon Stormstone Fury Wizard Attack 15
A hulking elemental of stone and living thunder answers your
summons with a sound akin to cracking rock and rumbling
thunder.
Daily ♦ Arcane, Implement, Thunder, Summoning
Minor Action Ranged 10
Effect: You summon a Medium stormstone fury in an unoccu¬
pied space within range. The stormstone fury has speed 6
and resist 10 thunder. You can give the stormstone fury the
following special commands.
Standard Action: Area burst 2 within 10; targets
each creature in burst; Intelligence vs. Reflex; 1dl2 +
Intelligence modifier thunder damage. A target in the
origin square of the burst takes 2d8 extra damage if hit.
Intrinsic Nature: If you haven’t given the stormstone fury any
commands by the end of your turn, it makes its attack tar¬
geting as many creatures as possible. In addition, you take
5 thunder damage and fall prone.
Symbiosis: While the summoned stormstone fury is present,
you deal 2d6 extra thunder damage with area attacks, and
each creature in the origin square of your area attacks takes
2d6 thunder damage if you miss.
March 2010 j DRAGON 38S
Class Acts.- Wizard
Summon Vrock Wizard Attack 15
Afoul smelling, feathered demon screeches into being, wicked
talons flexing in anticipation of tearing flesh.
Daily ♦ Arcane, Implement, Poison, Summoning
Minor Action Ranged 10
Effect: You summon a Large vrock in an unoccupied space
within range. The vrock has speed 6 and fly 8. You can give
the vrock the following special command.
Standard Action: The vrock moves its fly speed and
makes the following attack at one point during the
movement; melee 2; targets one creature; Intelligence vs.
Reflex; 2dl 0 + Intelligence modifier damage. The vrock
does not provoke opportunity attacks for this movement
from the target of its attack.
Intrinsic Nature: if you haven’t given the vrock any commands
by the end of your turn, it makes its attack against the near¬
est creature. If it can’t reach any targets, it moves its speed
toward the nearest creature. In addition, you takel 0 poison
damage and you lose your minor action on your next turn.
Symbiosis: While the summoned vrock is present, you do not
provoke opportunity attacks for moving, and you deal 2d6
extra poison damage with attacks that stun or daze targets.
Level 19 Daily Spells
Summon Couatl Wizard Attack 19
An ancient incantation summons a benevolent, winged,
snake like couatl to your aid.
Daily ♦ Arcane, Implement, Lightning, Radiant, Summoning
Minor Action Ranged 10
Effect: You summon a Large couatl in an unoccupied space
within range. The couatl has speed 6, fly 8 (hover), and is
immune to being immobilized or restrained. You can give
the couatl the following special command.
Standard Action: Ranged 20; targets one creature;
Intelligence vs. Reflex; 2d10 + Intelligence modifier
lightning and radiant damage, or 3d10 + Intelligence
modifier lightning and radiant damage against demons.
Intrinsic Nature: If you haven’t given the couatl any commands
by the end of your turn, it shifts 1 square and attacks the
nearest creature within range. In addition, you take 10 radi¬
ant damage and the couatl pushes you 2 squares.
Level 25 Daily Spells
Punishing winds blast outward as a churning creature of stone
and whipping air bursts into being.
Symbiosis: While the summoned couatl is present, if you
take radiant damage from a creature other than the couatl
you summoned, your attacks deal 2d6 extra radiant
damage until the end of your next turn. Additionally, you
make saving throws against immobilized and restrained
conditions at the start of your turn as well as at the end of
Summon Rockfire
Wizard Attack 19 1
Dreadnought
_zz_
You summon a durable elemental minionfrom a fiery region
of the Elemental Chaos.
Daily ♦ Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Large rockfire dreadnought in an unoc¬
cupied space within range. The rockfire dreadnought has
speed 8, a +2 bonus to AC, and resist 10 fire. Any creature
that enters a square adjacent to it or starts its turn there
takes 10 fire damage. You can give the rockfire dread¬
nought the following special command.
Standard Action: Melee 2; targets one creature;
Intelligence vs. Reflex; 2d10 + Intelligence modifier fire
damage.
Intrinsic Nature: If you haven’t given the rockfire dreadnought
any commands by the end of your turn, it attacks the
nearest enemy within its reach. If no enemies are within
its reach, it attacks the nearest creature within reach of it.
Otherwise it moves its speed toward the nearest enemy. In
addition, you take 10 fire damage and take a -2 penalty to
AC until the end of your next turn.
Symbiosis: While the summoned rockfire dreadnought is
present, you gain a +2 power bonus to AC and each
creature that hits you with a melee attack takes 5 fire
damage.
Daily ♦ Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Large earthwind ravager in an unoc¬
cupied space within range. The ravager has fly 8 (hover).
You can give the earthwind ravager the following special
command.
Standard Action: Ranged 5; targets one creature;
Intelligence vs. Fortitude; 3d8 + Intelligence modifier
damage, and the target is immobilized until the end of the
earthwind ravager’s next turn.
Intrinsic Nature: If you haven’t given the earthwind ravager
any commands by the end of your turn, it shifts 1 square
and attacks the creature it attacked last. If it can’t attack
the creature it attacked last, it attacks the nearest creature
within range. In addition, you take 10 damage and you are
immobilized until the end of your next turn.
Symbiosis: While the summoned earthwind ravager is present,
when you hit a target with a basic or at-will attack, you
push the target 2 squares. Additionally, each enemy that
starts its turn immobilized, restrained, or slowed by you
takes 2d8 damage.
March 2010 \ DRAGON 38S
Class Acts.- Wizard
Summon Marilith Wizard Attack 25
Bleeding gashes in the air appear as a many-armed demon
slashes its way into reality at your summons.
Daily ♦ Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Large marilith in an unoccupied space
within range. The marilith has speed 8. You can give the
marilith the following special command.
Standard Action: The marilith makes three of
the following attacks: Melee 2; targets one creature;
Intelligence vs. Reflex; 2dl 0 + Intelligence modifier
damage (3d10 + Intelligence modifier damage against
bloodied creatures), and the marilith shifts 2 squares.
Intrinsic Nature: If you haven’t given the marilith any com¬
mands by the end of your turn, it attacks the nearest ene¬
my within its reach, or the nearest creature within its reach
if no enemies are within its reach, using its listed attack
(above). If no enemies are within its reach, it moves
its speed toward the nearest enemy. In addition, you
takel 5 damage (20 if you are bloodied).
Symbiosis: While the summoned marilith is present, you can
shift 1 square whenever you hit with a basic or at-will
attack. Additionally, when an adjacent enemy misses you
with a melee attack, you can make a basic or at-will attack
that includes that enemy as a target as an opportunity
action. This attack does not provoke opportunity attacks.
Level 29 Daily Spells
Summon Balor Wizard Attack 29
The very air screams as if in pain and the ground cracks and
blackens as reality struggles against the emergence of the ter¬
rible fiend called forth by your magic.
Daily ♦ Arcane, Fire, Implement, Lightning, Summoning
Minor Action Ranged 10
Effect: You summon a Huge balor in an unoccupied space
within range. The balor has a speed of 8, a fly speed of 12
(clumsy), resist 25 fire, and creatures that start their turns
within 2 squares of the balor take 10 fire damage. You can
give the balor the following special command.
Standard Action: Melee 5; targets one creature;
Intelligence vs. Reflex; 4d10 + Intelligence modifier fire and
lightning damage, and the balor slides the target 5 squares
into an unoccupied space adjacent to the balor.
Intrinsic Nature: If you haven’t given the balor any commands
by the end of your turn, it attacks the nearest creature within
its reach. If there are no creatures within its reach it moves
its speed toward the nearest enemy. Additionally, if you are
within its reach, the balor makes its melee attack against you.
Symbiosis: While the summoned balor is present, each
creature that hits you with melee attacks take 10 fire
damage, and you deal 15 extra fire and lightning damage
with basic, at-will, and encounter powers.
Summon Djinn Stormcaller Wizard Attack 29
A peal of thunder sounds as a whirling storm cloud explodes
into being, a resplendent, pale-skinned humanoid visible
within it.
Daily ♦ Arcane, Implement, Lightning, Summoning,
Thunder
Minor Action Ranged 10
Effect: You summon a Large djinn in an unoccupied space
within range. The djinn has speed 6, fly 8 (hover), and resist
15 thunder. You can give the djinn the following special
command.
Standard Action: Close burst 2; targets creatures in
burst; Intelligence vs. Reflex; 3d10 + Intelligence modifier
lightning and thunder damage. Effect: The djinn slides the
target 3 squares.
Intrinsic Nature: If you haven’t given the djinn any commands
by the end of your turn, it shifts its speed and makes its at¬
tack, trying to catch as many creatures in the burst as pos¬
sible. In addition, you take 10 thunder damage, fall prone,
and are restrained until the end of your next turn.
Symbiosis: While the summoned djinn stormcaller is present,
gain fly speed 8 (hover), and you can teleport 3 squares
either before or after you make a basic or at-will attack as a
free action. Powers you use that push or pull targets instead
slide them an equal number of squares.
About the Author
Daniel Marthaler is an avid gamer with soaring delusions of
grandeur and dreams of breaking into the industry. Despite
being 6’ 3”, he has a peculiar love of the wee races that popu¬
late the game, most notably the gnomes and kobolds.
March 2010 | DRAGON 38S
Winning Races.* DEVA
By Rodney Thompson
Illustration by Sarah Stone & Eva Widermann
"W W alike other races, devas have a skewed perspective on
m m concepts such as mortality and legacy. Devas do not
die and pass into the realm of the dead like other races.
Instead, they become bodiless spirits that inhabit the spirit
realm of the world, drifting for years in a dreaming state, only
to be reborn again in an adult deva body. Wicked devas
are reborn as rakshasas, and many believe that redeemed
rakshasas are reborn as devas.
The following two epic destinies touch on many of the
concepts of immortality and rebirth that make the deva so
unique. The first, the disincarnate, is good for characters
who want to experiment with the ideas of rebirth as a
rakshasa and the renewal of life as a deva. The latter, the
soul of the world, focuses on the concept of reincarnation
and shows what happens when a reincarnated spirit is
reborn in the body of a deva.
March 2010 | DRAGON 38S
DISINCARNATE
The time of your death and rebirth is uponyou, but
whether you return as a deva or as a rakshasa has yet to be
determined.
Prerequisite: 21st level, deva, memory of a thou¬
sand lifetimes power
Death holds few mysteries for the devas, who know—
for a fact—that a new life waits for them beyond death.
However, uncertainty comes in the form of the ques¬
tion of whether the deva is reborn as a deva, or as a
rakshasa, depending on the wickedness of the deva’s
life. Many devas believe that being affected by curses
or dying particularly vile deaths can corrupt their
souls, transforming the most benevolent deva into a
rakshasa in his or her next life.
You, however, have broken through the barriers
of knowledge to peer into the future of your disincar-
nation, the time when you become a bodiless entity
drifting through the spirit realm. You know that death
is soon to be upon you, but not before you have attained
your destiny. You have already mastered the power
bestowed upon your soul as a disincamate, and you can
wield those powers while you yet live. For you, disincar-
nation holds no uncertainty, because you know that you
can forge your next life with your actions in this one.
Having already tapped into the same mystical
power that bestows constant rebirth upon your soul,
you can call upon abilities granted only to disincar-
nated deva spirits and rakshasas, becoming more
than who you are and, instead, becoming a manifes¬
tation of who you might yet be. You have reached into
the mystical afterlife waiting for all devas and drawn
back a fragment of the power that makes such mir¬
acles possible. You see not just your own future, but
many possible futures, and you can alter the winds of
fortune to guarantee the reincarnation you seek.
Immortality
You live half in the present, and half in the future as a
disincarnated spirit. As the present catches up to the
future, you draw closer to the fate that you have forged.
Destined Rebirth: In the days, weeks, and
months leading up to the completion of your Destiny
Quest, you wield powers that are supposed to be pos¬
sessed only by devas in their spiritual state. As you
do so, you steer yourself toward your own eventual
rebirth, either by using those powers for good deeds,
or for wicked.
When you have at last achieved that which you
were destined to do, you know that you can finally
shed your current form and move on to the afterlife
you have forged. As all devas do, you relieve your
spirit of your body, but unlike other devas you spend
no time in a state of bodiless dreaming between
lives. Each time you die, you are reborn instantly in
the form that you chose (either as a deva, or as a rak¬
shasa), full of the knowledge that you gained during
Winning Races.- Deva
your last life. Each time you die, the wheel of fate
spins you out into the world, in a form chosen by you,
and with the ability to wield the powers that bestow
the miraculous reincarnation upon your race.
Disincarnate Features
Certain Destiny (21st level): You increase your
Wisdom score by 2, and you choose one other ability
score to increase by 2.
Deceptive Veil (21st level): You gain the decep¬
tive veil power.
Deceptive Veil Disincarnate Feature
You weave an illusion over yourself that shields your true iden¬
tity from others.
At-Will ♦ Illusion
Minor Action Personal
Effect: You disguise yourself to appear as any Medium hu¬
manoid. Your clothing and equipment alter appearance
to reflect this change. The illusion does not alter sound or
texture, so a creature listening to you or touching you might
detect the illusion. A creature can see through the disguise
with a successful Insight check versus the your Bluff check.
Fate Manipulation (21st level): When an enemy
within 10 squares of you makes an attack roll, skill
check, ability check, or saving throw, you can expend
your memory of a thousand lifetimes power as a free
action to subtract the same die type you would roll for
that power from the triggering check.
Bodiless Dreaming (24th level): Once per day
when you die, you return to the world as a bodiless
disincarnation of your former self. You regain hit
points equal to your bloodied value, your old body dis-
March 2010 \ DRAGON 38S
Winning Races.- Deva
perses into motes of light, and you appear as a spectral
force floating over the battlefield in the square where
you died. Until your next short rest, you are insubstan¬
tial, you have phasing and a fly speed equal to your
speed (you can hover, but have a maximum altitude of
2 squares), and when you use your memory of a thou¬
sand lifetimes power you roll 2 dice instead of 1, using
either result. After you take a short rest, you appear in
your new body in a flash of radiant light.
Fate of the Fallen Star (30th level): You become
immune to radiant and necrotic damage. Addition¬
ally, when you make a death saving throw, you can
choose any result for your d20 roll.
DlSINCARNATE POWER
Rakshasa Incarnation Disincarnate Utility 26
For a moment, you give in to the darker side of your
disincarnation and transform into a rakshasa, your
potential future self.
Daily ♦ Polymorph
Minor Action Personal
Effect: You take on the form of a rakshasa until the end of the
encounter. While in this form, your unarmed attacks have
a +3 proficiency bonus and a +6 enhancement bonus, have
dl 0 damage die, are treated as a high crit weapon, and
deal +5d6 damage on a critical hit. You gain low-light vi¬
sion while in this form.
Additionally, while in this form you can make the following
at-will attack:
Standard Action Ranged 10
Target: One creature
Attack: Charisma, Intelligence, or Wisdom +9 vs. Will
Hit: The target takes a free action to make an at-will attack
of your choice against a creature of your choice. This action
does not provoke opportunity attacks.
You have an uncanny sense of time unlike that
possessed by your fellow devas. Also, unlike other
devas, you cannot say for certain that you will be
reborn again with the knowledge of your past lives,
and you must seize this rare chance to make use of
the memories you possess. With knowledge of the
world from the dawn of time, you have a chance to
see the greater picture and gain the kind of scope you
need to make history-altering changes that frequently
remain only within the domain of gods.
Immortality
SOUL OP THE WORLD
You have lived a thousand lifetimes, but not all of them as
a deva. Your soul has wandered the planes in many bodies,
and you have learned to unlock your knowledge of those
past lives and livelihoods.
Prerequisite: 21st level, deva
The soul of a deva is reborn each time it dies, leaving
the deva with relatively fresh memories from past
lifetimes. However, some spirits are reincarnated
over and over again throughout the centuries, each as
different races and with different professions. When
one of these reincarnating spirits is reborn as a deva,
it creates an unusual situation where the deva can
recall past lives beyond those recalled by most devas.
You are one of these few who can cast their
thoughts far back in time, calling upon memories of
lives as humans, elves, dwarves, and other races. You
might have memories of life as a dragonborn warrior
defending the walls of an Arkhosian fortress, and
maybe you recall the First Days when you and your
fellow elves first walked the forests of the world. You
remember being among the dwarf crafters as you laid
the foundation for the first buildings in Hammerfast,
and the taste of bitter betrayal as you stood with your
fellow tieflings in the ashes of Bael Turath.
The knowledge of life as many different people, rang¬
ing all the way back to the earliest days of the most
ancient races, informs your perspective and reminds
you that memories, knowledge, and skills still live on
deep in the minds of others.
Immortal World Walker: As you draw closer
to the completion of your Destiny Quest, more and
more memories begin to flood your mind from lives
both recent and ancient. As the memories threaten
to overwhelm your own personality, you learn to har¬
ness their knowledge and perform miracles that you
would not have normally thought you could achieve.
When you have embraced your destiny, you fully
merge with the memories of your past lives; no longer
do they surface from time to time, but you call upon
them at will, as though you had experienced all they
had to offer in this lifetime. You transcend who you
are, becoming, instead, an amalgamation of everyone
March 2010 \ DRAGON 38S
Winning Races.- Deva
you have ever been. This transformation permeates
every fiber of your being, including your physical form,
and you cease to be troubled by mortal concerns such
as aging or a natural death. You have walked the world
from its most ancient days, and continue to do so, full
of memories dating back to the first days of creation.
Soul of the World
Features
Past Spirit (21st level): Choose a race other than
your own. You are considered a member of that race
for the purpose of meeting feat prerequisites. If that
race has any racial encounter powers, you gain one of
your choice.
At 24th level, you choose a second race and gain
the same benefits with it.
Strengthened by the Past (21st level): You
increase your Intelligence and your Wisdom scores
by 2.
Knowledge of Ancient Lives (24th level):
Choose any class. You can choose a power from this
class or your class any time you gain a new class
power or retrain a class power.
One with All Past Lives (30th level): During a
short rest, you can swap any one of your encounter
attack powers for any encounter attack power of the
same level from any other class. This swap lasts until
your next short rest. You can have only one of your
powers swapped out in this manner at a time.
Soul oe the World Power
Past Life Soul of the World Utility 26
Manifestation
You reach back into the past, summoning your former self to
replace you for a time.
Daily
No Action Personal
Trigger: You drop to 0 hit points or fewer
Effect: You regain hit points equal to your bloodied value.
Choose any race and class. You change your form to ap¬
pear as a member of that race and class and gain one of
that race’s racial encounter powers, if any, and one of the
chosen class’s level 22 utility powers until the end of your
next extended rest.
Additionally, you can use memory of a thousand lifetimes an
additional time this encounter.
About the Author
Rodney Thompson is an RPG developer and designer at
Wizards of the Coast. Originally from Chattanooga, TN,
his credits for the Dungeons & Dragons game include the
Eberron Campaign Guide and Martial Power II, and he is the
lead developer for the Dark Sun campaign setting books.
Rodney is also the lead designer and developer of all of the
Star Wars Roleplaying Game Saga Edition books.
Winning Races.-
Fighting Styles of the Valenar
By Craig Bishell
Illustration by Alexey Aparin
The thunder of charging hooves, the flash of whirling
scimitar blades, and entreaties to emulate the deeds
of revered ancestors are the sounds and images that
spring to mind when one talks of the elves of Valenar.
The martial traditions of the Valenar elves are
founded on three pillars: mastery of curved blades,
fighting from the back of specially bred horses, and
upholding the honor of past heroes.
Mastery of curved blades traditionally covers the
double scimitar, scimitar, and falchion as demon¬
strated by the Valenar Weapon Training feat (see
below). Although this feat covers three weapons, typi¬
cally your character should specialize with one that
matches his or her class and concept. Those favoring
two-handed weapons, such as avengers, barbarians,
and fighters with the two-handed weapon talent and
battlerager fighter class features, prefer the falchion.
Classes favoring fighting with a main and offhand
weapon, such as fighters with the tempest fighter
class feature or rangers with the double scimitar
fighting style feat (see below), prefer the double scimi¬
tar. Finally, classes who wish to keep a hand free to
carry a shield or implement, such as fighters with the
one-handed weapon talent, paladins, swordmages—at
least those without the Valenar Weapon Warding feat
(see below)—warlords and wardens, prefer to wield a
scimitar.
Regardless of the specific weapon you favor,
Valenar swordplay flows and takes advantage of
superior elven speed and accuracy. Valenar elves
can frustrate enemies by making heavy use of their
racial ability to shift into or through difficult terrain,
maneuver opponents into corners, or strike and then
retreat to a position of safety. To capture the feel of a
Valenar elf, you should choose feats and powers that
build upon these racial strengths, such as Defen¬
sive Mobility, Elven Precision, Evasion, Flanking
Maneuver, Scimitar Dance, Two-Weapon Defense,
Two-Weapon Fighting, Two-Weapon Flurry, Uncanny
Dodge, Unfettered Stride, Weapon Expertise, and
Weapon Focus.
No finer breed of horse can be found across Eber-
ron than the Valenar warhorse, which shares the
elven traits of speed and maneuverability. Although
some elves use the same weapons from horseback
as on foot, many prefer weapons that are less cum¬
bersome and that extend their threat range against
enemies. Those favoring ranged weapons, such as
March 2010 \ DRAGON 38S
Winning Races.- Elves
rangers and some warlords and bards, prefer the
shortbow. Defense-minded characters who can use
one-handed weapons, such as wardens, paladins, war¬
lords, and fighters, prefer shield and javelin or spear.
Characters aiming for maximum damage potential,
such as fighters using two-handed weapons and bar¬
barians stick to a longspear or other polearm. One
rarely sees an avenger or swordmage on horseback,
since the mount is usually incompatible with their
various shifts and teleports around the battlefield.
A Valenar and his or her horse behave together
much the same as an elf on foot—albeit over a greater
area—using superior speed and maneuverability to
strike hard and fast and then withdraw from repri¬
sals to a safe distance or location. They look to move
around blocking enemies or terrain and strike at the
heart of opponents’ lines, where they threaten leaders
and artillery while leaving the rank-and-file soldiers
for allies to handle. When facing solos or large brutes,
they prefer to use their range and maneuverability
to set up flanking attacks with allies. As well as the
Mounted Combat feat, you should choose feats and
powers that increase your ability to move around
opponents and strike with a devastating mounted
charge, such as Fast Runner, Fleet-Footed, Long
Jumper, Power Attack, Powerful Charge, Spear Push,
and Swift Rider (see below).
The history of the Valenar is one of warfare-the
uprising against the giants of Xen’drik, clashes with
the Dhakaani goblins when they arrived on Khor-
vaire, fighting for (and against) Cyre during the Last
War, constant skirmishes with Karrnathi forces and
the horrors of the Mournland since the end of the
war. Even during times when they have no exter¬
nal threats against which to prove themselves, the
warclans fight among themselves for honor and pres¬
tige. This warfare is a product of the Valenar belief
that their ancestors live on through the deeds done by
their descendants in the current age. A Valenar who
is truly worthy can become infused with the spirit of
his or her patron ancestor to transform into a living
avatar who strives to perform deeds worthy of that
ancestor’s memory.
Characters who draw upon the spirits of the past
to augment their prowess in battle should focus on
powers of assistance and inspiration for companions.
If not already a leader class, a leader multiclass feat is
a good choice—typically into bard, shaman, warlord,
or cleric—as are feats that augment your companions
and build on abilities granted by a leader class, such
as Ancestral Guidance, Combat Medic, Improved
Majestic Word, Inspired Recovery, and Spirit
Speaker.
Although the three aspects above are the main pil¬
lars of Valenar warfare, they are not the totality of the
tactics and abilities employed by their warriors. They
make heavy use of arcane, primal, and divine magic.
At least one wizard, sorcerer, bard, druid, shaman,
invoker, or cleric accompanies a warband and seam¬
lessly blends his or her mastery of magic with that of
his or her clan’s mastery of blade, beast, and bow.
FEATS
Heroic Tier Feats
Light-Eooted Warrior.
Prerequisite: Elf, fighter
Benefit: When you use a fighter attack power
that allows you to move, you ignore difficult terrain
during that movement.
VALENAR FEATS
To increase utility for all campaigns, most of the
feats in this article are not restricted to Valenar
characters. Dungeon Masters running an Eber-
ron® campaign could include an additional
prerequisite of Valenar background for any or all
the options in this article, since these abilities are
not typically found among the elves of Aerenal.
Roar of the Ancestors
Prerequisite: Elf, barbarian, trained in
Intimidate
Benefit: When you hit an enemy with a barbarian
fear attack power, you can push the target 1 square in
addition to any effects of the attack.
Valenar Rider Training
Prerequisite: Elf
Benefit: You gain proficiency with all simple and
military spears, plus a +2 feat bonus to damage rolls
with shortbows and all simple and military spears
while you are riding a mount. The bonus increases to
+3 at 11th level and +4 at 21st level.
In addition, you can use your elven accuracy racial
power to reroll an attack roll your mount makes.
Valenar Weapon Training
Prerequisite: Elf
Benefit: You gain proficiency and a +2 feat bonus
to damage rolls with scimitars, double scimitars, and
falchions. The bonus increases to +3 at 11th level and
+4 at 21st level.
March 2010 | DRAGON 38S
Winning Races.- Elves
Valenar Weapon Warding
Prerequisite: Elf, swordmage, Swordmage Ward¬
ing class feature
Benefit: You increase the AC bonus provided by
your Swordmage Warding to +2 while you are wield¬
ing a double scimitar or a falchion.
Wild Grasp
Prerequisite: Elf warden, warden’s grasp class fea¬
ture
Benefit: When you use warden’s grasp, you can
pull the target 3 squares instead of sliding it. If the
target is a giant or goblin, the target is also slowed
until the end of its next turn.
Word oe the Ancestors
Prerequisite: Elf, warlord, inspiring word class fea-
Benefit: When you use inspiring word, the target
regains additional hit points equal to your Intelli¬
gence modifier.
TRADITIONAL ENEMIES
In Eberron, the traditional enemies fought by
the ancestors of the Valenar elves are the giants
of Xen’drik and the Dhakaani goblinoids. These
enemies are reflected in the Keeper of the Past
paragon path. A Dungeon Master wishing to use
this material in other campaign settings could
change these traditional enemy types to crea¬
tures with other keywords and origins.
Paragon Tier Feats
Ancestral Battle Accuracy
Prerequisite: 11th level, elf
Benefit: You can use your elven accuracy racial
power to reroll the attack rolls of a single close or area
weapon attack power against every target you choose
while wielding a scimitar, double scimitar, falchion,
shortbow or spear.
Elven Resilience
Prerequisite: 11th level, elf
Benefit: When you use your elven accuracy racial
power to reroll an attack roll and hit, you gain a +2
bonus to Will and saving throws until the start of
your next turn.
Swiet Rider
Prerequisite: 11th level, elf, Mounted Combat feat
Benefit: You gain a +1 feat bonus to your speed
and a +2 feat bonus to the speed of any mount you are
VALENAR
DERVISH STYLE
The warriors of the Valenar fight with blinding speed
while using a scimitar or double scimitar, and they
do so both on and off their mounts. Their nimbleness
is a skill learned from generations of history fighting
lumbering giants, where a single solid blow means
the end of a brave Valenar warrior. A Valenar warrior
practicing this style might be confused by the unen¬
lightened as practicing a particularly intricate dance.
Valenar Dervish Student
Prerequisite: Elf, fighter or ranger, proficiency
with scimitar or double scimitar
Benefit: You gain a +2 feat bonus to Acrobatics
checks.
When you are attacking with a scimitar or a
double scimitar and you have proficiency with that
weapon, you also gain the following benefit.
When you hit or miss an enemy with a power asso¬
ciated with this feat, you can shift 1 square.
Associated Powers: dual strike, marauder’s rush
Valenar Dervish Stalwart
Prerequisite: Elf, fighter, Valenar Dervish
Student feat
Benefit: When you are attacking with a scimitar
or a double scimitar and you have proficiency with
that weapon, you gain the following two benefits.
After resolving a martial encounter attack power,
you can shift 2 squares, then slide one target you hit
with that attack 2 squares to a square adjacent to you.
When you hit an enemy with a power associated
with this feat, instead of pushing the enemy, you
can slide the enemy the same distance. If the power
already allows you to slide the enemy, you can slide it
1 additional square.
IMl
3rd
Sweeping Slash
Martial Power 2,
page 10
7th
Twofold Torment
Martial Power,
page 12
13th
Scattering Swing
Martial Power,
page 15
17th
Vorpal Tornado
Player’s Handbook,
page 83
23rd
Weaponmaster’s Lure
Martial Power,
page 20
rch 2010 | DRAGON 38S
Winning Races.- Elves
Valenar Dervish Whirlwind
Prerequisite: Elf, ranger, Valenar Dervish Stu¬
dent feat
Benefit: When you are attacking with a scimitar
or a double scimitar and you have proficiency with
that weapon, you the following two benefits.
When you hit an enemy with a martial encounter
power, you can shift 1 square to a square adjacent to
the enemy, then push the enemy 1 square.
When you hit an enemy with a power associated
with this feat, you can shift 3 squares to a square adja¬
cent to the enemy.
Level
Associated
Encounter Power
Source
3rd
Leonine Surge
Martial Power,
page 46
7th
Assess and Strike
Martial Power 2,
page 37
13th
Nimble Defense
Player’s Handbook,
page 109
17th
Two-Weapon Eviscerate
Player’s Handbook,
page 111
23rd
Flickering Blades
Martial Power 2,
page 43
27th
Steel Breeze
Martial Power 2,
page 44
PARAGON PATH
Keeper oe the Past
“My patron ancestor speaks through me, and her words do
not bode well for you.”
Prerequisite: Elf; bard, shaman, or warlord; must
worship the Spirits of the Past
At the birth of every Valenar child, a Keeper of the
Past is present to determine the ancestor spirit des¬
tined to guide that individual through life. At the end
of every Valenar life, a Keeper of the Past judges the
deeds of the deceased and ensures that particularly
worthy elves are immortalized in history. In this way
the Keepers of the Past lead the Valenar from the day
of their birth until the day of their death. No matter
the power they wield, all Keepers worship and draw
upon the power of revered patron ancestors, known
collectively as the Spirits of the Past. The key differ¬
ence between them is not their power source so much
as they way in which they draw upon that power.
Shamans tend to have a personal connection with a
patron ancestor (the shaman is often a direct descen¬
dant). Warlords lead by example—putting the advice
imparted by ancestor spirits into practice on the
battlefield. Bards inspire those around them to emu¬
late the greatest deeds of ancient heroes. Regardless
of the exact means by which you do it, as a Keeper of
the Past you commune with and channel the advice,
guidance, and sometimes direct power of the Spirits
of the Past.
Keeper oe the Past
Path Features
Ancient Enemies (11th level): You gain a bonus
equal to your Intelligence modifier to monster knowl¬
edge checks made regarding giants and goblins. You
also gain the ability to speak, read, and write the
Giant and Goblin languages fluently.
Inspirational Action (11th level): When you
spend an action point to take an extra action, each
ally who can see and hear you gains a +4 power
bonus to speed until the start of your next turn.
Inspirational Practice (11th level): When you
hit an enemy with an encounter or daily power, that
enemy grants combat advantage until the end of your
next turn.
Ancestral Retribution (16th level): Whenever
an enemy saves against an effect from one of your
daily attack powers, that enemy takes ongoing 5 psy¬
chic damage (save ends).
March 2010 | DRAGON 38S
Winning Races.- Elves
Keeper oe the Past
Powers
Retributive Strike Keeper of the Past Attack 11
Your patron ancestor fills you with righteous anger at an op¬
ponent who has harmed you or an ally.
Encounter ♦ Primal, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy within your reach hits you or an ally
adjacent to you
Target: The triggering enemy
Attack: Charisma, Strength, or Wisdom modifier vs. Will
Hit: 1 [W] + Charisma, Strength, or Wisdom modifier damage,
and you and your allies gain a power bonus to melee
damage rolls against the target equal to your Intelligence
modifier until the end of your next turn.
Ancestral Avatar Keeper of the Past Utility 12
You call upon one of a cabal of patron spirits for advice.
Daily ♦ Primal
Minor Action Personal
Effect: Choose an ancestral spirit to channel and gain the
bonuses associated with that ancestral spirit until the end
Sword Patron: You gain a +2 power bonus to attack rolls
with melee and close weapon attacks.
Archer Patron: You gain a +2 power bonus to attack rolls
with ranged attacks, and your ranged attacks ignore the
-2 penalty to attack rolls from cover.
Steed Patron: You gain a +4 power bonus to speed, and any
ally that starts its turn within 3 squares of you gains a +4
power bonus to speed until the end of his or her turn.
Arcane Patron: You gain a +2 power bonus to attack rolls
with close and area implement attacks.
Wise Patron: You gain a +3 power bonus to skill checks.
Sustain Minor: The effect persists.
About the Author
Craig hails from the far off land of kiwis, conchords, and
large men dressed in black: New Zealand. Although he's been
playing the Dungeons & Dragons® game for a number of
years, this marks only his second foray into writing content
for the game (after contributing to The Liber Beastarius from
Eden Studios). When he isn't writing or gaming he spends his
time watching rugby and cricket, the two most popular sports
of his homeland.
Storm of Keeper of the Past Attack 20
the Ancestors
A swirling storm of ancestral spirits buffets your enemies and
shieldsyou and your companions from their view.
Daily ♦ Primal, Psychic
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Charisma, Strength, or Wisdom + 9 vs. Will
Hit: 4d8 + Charisma, Strength, or Wisdom modifier psychic
damage.
Effect: You gain concealment until the end of your next
turn, and until the end of your next turn your allies have
concealment while adjacent to you.
Sustain Minor: The effect persists.
March 2010 j DRAGON 38S
Winning Races.* HALF
By James Auwaerter
Illustration by Eva Widermann
ia assessed the battlefield as the fight
raged on around her. The magebred
had pushed them hard and were
trying to pin them against the walled
ruins. She was out of healing infusions,
and Graven looked tapped as well.
They needed a chance to regroup.
“Over there!” she shouted, moving
through a nearby doorway. Theyfollowed-
first Graven, then Brandwin, and finally
Jaem, who stood to bar the way.
His eyes flashed black, and she shuddered.
Too ready to sacrifice himself.
“Get out of the way!” she said
as she lifted her hand. When he
stepped back, a pillar of lightning rose
in front of him.
“That’s not one of your infusions,”
Jaem said as he took a breath and readied
himself for the spell’s end.
“No,” she replied, “it isn’t.”
Elves
Half-elves have a well-deserved reputation for their
versatility. Just when you think you know everything
a half-elf can do, out comes another surprise. They
might lack the depth of knowledge that others have,
but their breadth is unparalleled. Many have tried to
figure out what drives them to dabble. Some human
scholars believe that the half-elves’ proclivity to learn
a variety of skills has something to do with their life¬
long health. A half-elf of 50 years remains as vital as
a human half his or her age, while humans have to
prepare for their bodies growing weak with age. Elves
believe that half-elves try to fit an elven lifetime of
experiences into a time half as short. For their part,
half-elves ask why they should spend their lives doing
a single thing. Even if they enjoy what they do, what’s
to say that something else won’t be more interesting?
Due to their dabbling, half-elves can also make
surprising connections by integrating their knowl¬
edge across different fields into something that no
one else had seen before. Half-elves take credit for
creating the first songblades and songbows, and some
also take credit for the first pact blades, depending on
the general opinion on warlocks within their society.
With their potentially broad range of abilities,
half-elf adventurers remain a breed apart. All of them
have a trick that they’ve picked up from another
class, and many balance out their capabilities by
multiclassing or hybrid classing. The most obvious
examples of this predilection are half-elf bards, who
can take on the role of nearly any class. The Combat
TM & © 2010 Wizards of the Coast LLC. All rights reserved.
March 2010 \ DRAGON 38S
Winning Races.- Half-Elves
Virtuoso feat allows them to take any power for their
Dilettante racial trait and use it effectively, as well as
make good use of the power swap multiclass feats.
Half-elf warlocks almost multiclass within their
class by taking powers from different pacts to gain a
variety of effects. These warlocks can expand their
repertoires with the Twofold Pact feat at first oppor¬
tunity, pledging themselves to two arcane masters for
more power and more varied effects. Thanks to their
race’s toughness and charm, they can make any pact
equally well, from pledging to the fey to making deals
with vestiges of mostly forgotten powers.
Other classes have a harder time taking advan¬
tage of a half-elf’s bonuses to Charisma and
Constitution, but many of them offer better options
for multiclassing and also provide powers for use
with Dilettante. Most martial classes make use of
Strength, and many divine and primal classes use
Wisdom for their attacks. If a half-elf becomes a bar¬
barian, he or she can take Righteous Brand or Wolf
Pack Tactics as his or her power with Dilettante and
make good use of it.
Half-Elven Selflessness
A half-elf’s genuine love for working with other people
manifests in many ways. Half-elf adventurers work
more closely with their allies than members of other
races do. For example, each half-elf tries to find ways to
assist his or her allies such as by showing them how to
play off his or her specific strengths. Additionally, each
remembers that the group has an overriding goal of
some sort to achieve. With this goal in mind, half-elves
frequently put a lot of their efforts into strengthening
others so that the group as a whole can achieve a goal.
Many half-elves learn extra languages or pick up
tricks to communicate with other people. The act of
learning the language provides insights into its cul¬
ture, and it allows a meaningful exchange of ideas
between the half-elf and other people. With their
natural proclivity toward diplomacy, half-elves can
represent the group to others.
With some of the options offered below, a half-elf
can enhance his or her natural penchant to dabble
with another class’s powers or expand his or her
capacity for selflessness.
HEROIC TIER FEATS
Any feat in this section is available to a character of
any level who meets the prerequisites.
Adept Dilettante [Multiclass]
Prerequisite: Half-elf
Benefit: You can use your Constitution, Wisdom,
or Charisma modifier to determine bonuses to attack
rolls and damage rolls with the power you chose for
your Dilettante racial trait instead of the ability modi¬
fier that power normally uses.
Special: This feat counts as a class-specific mul¬
ticlass feat for the class from which your Dilettante
racial trait power comes.
Bolstering Touch
Prerequisite: Half-elf, paladin, lay on hands power
Benefit: When you use lay on hands on an ally, the
target can regain hit points equal to your healing surge
value rather than his or her own healing surge value.
Delending Dabbler
Prerequisite: Half-elf
Benefit: When you hit with the power you gained
from your Dilettante racial trait, you can mark the
target until the end of your next turn.
Defensive Wrath
Prerequisite: Half-elf, invoker, armor of wrath power
Benefit: You can use armor of wrath when an
enemy within 5 squares of you hits one of your allies
with an attack.
Eeeortless Dilettante
Prerequisite: Half-elf, you must have chosen a
melee attack power for your Dilettante racial trait
Benefit: Once per encounter, you can use the
power you chose for your Dilettante racial trait as a
melee basic attack against a single target as a part of a
charge or opportunity attack.
Group Vigor
Prerequisite: Half-elf
Benefit: When one of your allies within 10
squares of you spends a healing surge to regain hit
points, he or she regains 1 additional hit point. The
additional hit points gained increase to 2 at 11th
level, and 3 at 21st level.
Holy Dilettante
Prerequisite: Half-elf, any divine class
Benefit: Once per encounter, when you use the
power you chose for your Dilettante racial trait, you
can deal radiant damage with that power instead of
its normal damage type.
Master Communicator
Prerequisite: Half-elf
Benefit: You master the Comprehend Languages
ritual. In addition, you can perform it once per day
without paying its component cost and can use Diplo¬
macy in place of Arcana to perform the ritual.
March 2010 \ DRAGON 38S
Winning Races.- Half-Elves
Revitalizing Dabbler
Prerequisite: Half-elf
Benefit: When you hit at least one target with the
power you chose for your Dilettante racial trait, until
the end of your next turn any creature that regains
hit points from one of your healing powers regains 3
extra hit points.
Wild Dilettante
Prerequisite: Prerequisite: Half-elf, druid, you
must have chosen an implement power for your Dilet¬
tante racial trait
Benefit: You can choose to treat the power you
selected for your Dilettante racial trait as though it has
the beast form keyword.
HALF-ELF POLYMATH
“Our greatest limits are those we impose upon ourselves.”
Prerequisite: Half-elf
You have a trick that none of your enemies expect you
to have. It has come in handy time and again, making
you wonder what other skills you might learn to fur¬
ther confound your foes.
You begin by practicing your trick to make it more
powerful and even faster to perform. Eventually, you
realize that your allies provide instruction in a vari¬
ety of ways. Some might call what you do imitation,
but that barely scratches the surface of the relation¬
ship you have with your allies. You can become one
of your allies, if only for a moment, and use his or
her power as your own. Only the choice of allies you
keep around you limits your range of options, and
you can take advantage of each ally’s strengths to
defeat your common foes.
Half-Elf Polymath
Path Eeatures
Dabbler Action (11th level): When you spend an
action point and use the extra action to use the power you
gained from your Dilettante racial trait, you can move
your speed or shift 1 square before or after you resolve
the extra action.
Well-Rounded (11th level): Choose any two
skills in which you are not trained. You become
trained in those skills.
Broad Dilettante (16th level): Choose a lst-level
at-will attack power from any class that is different
from yours. You gain that power.
Half-Elf Polymath Powers
Practiced Dilettante Half-Elf Polymath Attack 11
You give your enemies a little something extra that they
weren’t expecting.
Encounter
Standard Action Personal
Effect: You use the power you gained from your Dilettante
racial trait. If you hit, you deal 2[W] extra damage if your
Dilettante power is a weapon attack, or 2d8 extra damage
if it is not a weapon attack.
Skill Dabbler _Half-Elf Polymath Utility 12
Your diverse set of skills allows you to show amazing profi¬
ciency in a variety of areas occasionally.
Daily
Minor Action Personal
Effect: Choose one skill in which you are not trained. Until the
end of the encounter, you are trained in that skill.
PREPARING INFINITE
REFLECTIONS
Once your character has access to infinite reflec¬
tions, you should consider finding out what
power options you have available to you now.
Before the gaming session begins, take time
to figure out the statistics for each of these
options so that you have them ready when it’s
time to use those options in the game. To help
you remember the source of those powers,
make sure you note the character from whom
the power comes. If a new character enters the
party or new at-will options open up to you for
other reasons, be sure to add those options to
the mix, but also remove any that are no longer
available to you.
If you’re ever concerned about too many
powers to choose from, you can always pick one
ally and just use his or her at-will powers.
Infinite Reflections Half-Elf Polymath Attack 20
You unleash a flurry of attacks against your foes, taking the
best tricks of your allies to use against your enemies.
Daily ♦ Stance
Minor Action Personal
Effect: You assume the infinite reflections stance. Until the
stance ends, you can use the 1 st-level at-will attack powers
of any ally within 10 squares of you as though you knew
that power. You use all your own statistics to determine the
effect of that power.
About the Author
Jim Auwaerter hails from a small village off the coast of the
Lugotak Sea, far to the north of the Moonsea. Please feel free
to give feedback to him on the Wizards Community forums
or at www.loremaster.org. Follow Jim online at www.twitter.
com/heridfel.
March 2010 \ DRAGON 38S
Winning Races:
Alchemical
Warforged
By Logan Bonner
Illustration by Tyler Walpole
r ou think I’m less alive because I had no blood at my
creation. But I chose to gain it later, and the fact that I
must seek the ingredients and mix it myself reminds me
how much I should appreciate it. My alchemical blood allows me to better
understand and relate to you meat people.
\/
cr
m rn
The magnificent living constructs called warforged demonstrate the ingenuity
and skill of the races of the world. Their presence inspires more ingenuity, driving
crofters to tinker with the magical and physical details of new warforged they create.
The warforged themselves (at least, ones with arcane knowledge) are equally likely to
improve themselves, making modifications they believe will best suit them.
The warforged who experiment with grafting volatile alchemical
components into their bodies must be willing to risk great danger.
A compound could limit the warforged alchemist’s control over his or her
own limbs, create unforeseen side effects, or explode and damage the body.
Only those who are certain of their arcane skills (or those of the person altering
the components) dare become alchemical warforged.
March 2010 \ DRAGON 38S
Winning Races.- Warforged
THE CREATED
AND THE CREATORS
Those who were created initially with alchemical
components might choose not to develop any greater
understanding. They use an alchemical heart or alchemi¬
cal atomizer to best effect and have someone more
knowledgeable maintain the devices as necessary.
Others become fascinated with their special modifi¬
cations and learn about alchemy. They’re frequently
drawn to the study of arcane magic and might modify
their bodies in other ways. Warforged who weren’t
created with alchemical components might add them
later in their lives, though this poses special risks.
The alchemical ingredients alter a warforged’s per¬
ception. Many alchemical warforged say they can “feel
ALCHEMICAL WARFORGED
IN EBERRON
The first warforged to incorporate alchemical
substances into their bodies came out of the
Cannith forgeholds in the final few years of the
Last War. They were the brainchild of Torrit
D’Cannith, an inventor who lamented being
born without the Mark of Making and who
sought a new way to get ahead. Just when he
was finally gaining recognition, the war ended
and he chose to desert his house, taking a loyal
alchemical warforged name Function with him.
These details aren’t well-known, but war¬
forged across Eberron swap tall tales of a strange
living construct bristling with glowing vials that
contain peculiar powders and oils. The signifi¬
cance of this invention is not lost on the Lord of
Blades, who seeks to create his own alchemy¬
using elite troops.
their vials ache” in the presence of magic or feel a sizzle
when they touch substances that react oddly with their
alchemical components. Ordinary warforged feel fewer
physical sensations, so alchemical warforged find they
can relate to the aches and pains of flesh-and-blood
creatures better than their more mechanical kindred.
Alchemical warforged suffer more deterioration
over time than other warforged, as compounds break
down or strenuous activity causes liquids to leak. If the
warforged or one of its allies knows alchemy well, he
or she can maintain and repair the alchemical com¬
ponents easily. But some warforged don’t know their
creators and are left without anyone to oversee then-
repair. In extreme cases, other alchemists can’t dupli¬
cate the esoteric formulas a particular creator used.
An alchemical warforged might need to find his or her
creator-no easy task-to survive.
The Reforging Process
To add alchemical components, a warforged must disas¬
semble parts of his or her body-often vital pieces-and
then incorporate the alchemical substances or devices
before putting his or her body parts back together.
Unlike the simple mechanical procedure of attaching
an armblade or the slightly more complicated process
of adding armor plates, alchemical additions require
a deeper knowledge of the magical processes that ani¬
mate warforged and give them their peculiar breed of
“life.” If attaching an armblade is like fastening a hook
to the stump where a human’s hand was hacked off,
adding alchemical blood is akin to tearing up layers of
muscle, bonding powders and vines to the bone, then
putting the flesh back intact. (The feats listed below
represent the most invasive alterations; the warforged
components require less rebuilding.)
Alchemical components can be conspicuous or
well-hidden. Rarely do alchemical blood and other
permanent alterations show any visible signs of their
presence, though specific substances might glow from
between the body’s fibrous bundles or exude distinc¬
tive scents. Fire- or cold-based substances typically
heat or chill the warforged’s body.
ALCHEMICAL WARFORGED
BACKGROUNDS
The following backgrounds can inform the backstory
of a warforged who uses alchemy.
Experimental Prototype: Legions of warforged
rolled out from the creation forges, built to be ultimate
soldiers. But the creators constantly made improve¬
ments and tried new techniques. You’re one of the
successful experiments—bom of iron and alchemy,
destined for greater things than your rank-and-file kin.
The resources poured into your creation make you
unique, and you find it difficult not to consider yourself
greater than your peers. Do you still work for those
who created you, or have you escaped their control?
Has your superiority made you arrogant, or do you see
a duty to use your gifts to help others? Were there any
errors in your form that still cause problems?
Associated Skills: Athletics, Endurance
Incomplete Creation: You never emerged intact
from the creation forges like the others of your race.
No, your “birth” was a fluke, and you were far from
complete. Since your awakening, you’ve had to piece
together the rest of your body from whatever you
could find, using any techniques at your disposal. The
alchemical substances you developed keep you alive
and complete you, but they’re mere patches, inferior to
a complete original body. Was your creation forge shut
down or destroyed before your completion? Did an
March 2010 \ DRAGON 38S
Winning Races.- Warforged
accident awaken your consciousness, or did someone
bring your incomplete body to life for a purpose? Do you
consider the life you were granted a blessing or a curse?
Associated Skills: Arcana, Endurance
Self-Improvement Expert: When your joints
squeak or a connecting fiber tears, you could fix it easily.
But why not replace it with something better? You’re
lucky to be a warforged. Creatures of flesh can’t make
the same upgrades you can. Your body has few original
parts left—and good riddance! Does your fascination
with modifying your body drive you to create homun¬
culi or other constructs as well? If a new part becomes
available, do you try it out though it might be dangerous?
Associated Skills: Arcana, Thievery
FEATS
Most of these feats represent ways in which your body
is constructed to include alchemical components.
Heroic Tier Feats
Any feat in this section is available to a character of any
level who meets the prerequisites.
Alchemical Affinity
Prerequisite: Warforged
Benefit: Once per attack when you hit an enemy
using a consumable alchemical item attack power, you
gain temporary hit points equal to your Constitution
modifier.
Alchemical Blood
Prerequisite: Warforged
Benefit: Choose a damage type-acid, cold, fire,
lightning, necrotic, poison, or thunder. When you use an
attack power or alchemical item attack power with that
keyword, you gain a +1 feat bonus to the damage roll. The
bonus increases to +2 at 11th level and to +3 at 21st level.
While you have any temporary hit points, you gain
an additional +1 bonus to your damage rolls with
alchemical item attack powers.
WARFORGED
COMPONENTS
Alchemical Atomizer Level 8
This embedded storage chamber in your hands infusesyour
weapon with alchemical power when you make an attack.
Item Slot: Hands (embedded component) 3,400 gp
Requirement: You must have the living construct racial trait to
use this item.
Property: You can stow one alchemical item that can be
applied to a weapon (such as alchemical silver or inferno oil)
within the alchemical atomizer.
Power (At-Will): Free Action. Use this power when you make
a weapon attack. Use the alchemical item stowed in the
alchemical atomizer on the weapon you are holding. (This
consumes the item as usual).
Alchemical Defense Nodes Level 5+
Several slots melded to your surface can hold alchemical ma¬
terials. The latent energy in the alchemical item suffuses the
armor, providing protection against similar effects.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Armor: Chain, scale, plate (attached component)
Requirement: You must have the living construct racial trait to
use this item.
Enhancement: AC
Property: You can stow up to three consumable alchemical
items within this armor.
Property: At the end of an extended rest, choose one
consumable alchemical item stowed within this armor; this
item must be no more than 5 levels lower than the level
of this armor. If that item has an attack power with the
acid, cold, fire, lightning, or poison keyword, until you take
another extended rest you gain resist 5 damage against
that damage type. If the item’s power has more than one of
these keywords, you gain resistance to each type.
Level 15: Resist 10.
Level 25: Resist 15.
Alchemical Failsafe Level 6+
When you become too battered to continue fighting at full
strength, this launcher located in your abdomen automatically
triggers an alchemical item.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp
Item Slot: Waist (embedded component)
Requirement: You must have the living construct racial trait to
use this item.
Property: You can stow one consumable alchemical item
within this item.
Power (At-Will): When you use your second wind, if you have
a consumable alchemical item stowed that is 10th level or
lower, you can use the stowed item as a part of the same
action without having to draw it or spend an action to use it.
Level 16: You can use the at-will power with alchemical
items of 20th level or lower.
Level 26: You can use the at-will power with any
alchemical item.
1 Alchemical Launcher
Level 5 1
This springloaded armpiecefires alchemical iten
accuracy and without exposing you to attack.
ts with great
Item Slot: Arm (attached component)
1,000 gp
Requirement: You must have the living construct racial trait to
use this item.
Property: You gain a +1 item bonus to attack rolls with
consumable alchemical item powers, and you don’t
provoke opportunity attacks for making ranged or area
attacks with alchemical items.
About the Author
Logan Bonner designed and edited 4th Edition products at
Wizards of the Coast until 2009. He now lives in the Seattle
area and works as a freelance game designer, writer, and
March 2010 \ DRAGON 385
Channel Divinity:
Moradin’s Faithful
By Michael W. Haneline
Illustration by Mike Faille
w
* ith his hammer and his pick, Moradin struck the primordial
earth and formed mountains. With his hammer and the Soulforge,
he fashioned the firstborn dwarves from bedrock, iron, and diamonds.
With his hammer and his tenacity, he struck down each primordial
that would think to destroy his creations. And so, the dwarves, humans,
and other people of the world were inspired. They learned the value
of patience, stoicism, loyalty, and honor. They discovered mining,
smithing, and the crafts of the artisan. The creations became creators,
and Moradin was pleased.
March 2010 | DRAGON 38S
Channel Divinity.- Moradin's Faithful
Cleric Prayer
Avenger Prayers
The fires of the Soulforge flare to life inside you.
The more your enemies try to quench them, the brighter
those flames bum.
This article offers advice and new rules for player
characters who choose Moradin as a divine patron. A
character who serves Moradin joins the ranks of iron-
willed dwarves, humans, and others who embrace
the virtues of stoicism, patience, loyalty, and honor,
and who understand the importance of lasting cre¬
ation.
SERVING MORADIN
First and foremost, Moradin is the god of creation.
As such, Moradin is best served whenever a work is
completed, whether that work is a dwarven cragham-
mer, an eladrin lord’s bejeweled crown, or a halfling’s
sturdy riverboat. He is likewise honored by the making
of less tangible (but nonetheless enduring) creations,
such as a prosperous nation or a close-knit family.
Many of Moradin’s most ardent followers fall into
three categories: the faithful Sonnlinor, the brave
Kuldar, and the tireless Nalauk.
The Sonnlinor
A sect of the most devout of Moradin’s clergy are
called the Sonnlinor, which roughly translates as
“those who work stone.” They teach the virtues of
patience, stoicism, loyalty, and honor through their
words and deeds. They serve not just communities
of dwarves, but of humans, dragonborn, and many
others. The Sonnlinor patiently train apprentices in
the arts of smithing and stonecutting, offer loyal coun¬
sel in times of distress, and stoically protect the people
of their communities against the direst threats.
In their constant struggles against powerful foes,
the Sonnlinor have been inspired with a special
prayer for those whose faith is greater than their
stature.
Hammer Cleric Attack 1
Your weapon is guided by your faith to strike true and weaken
your enemy’s zeal.
At-Will ♦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC.
Hit: 1 [W] + Wisdom modifier damage. The next attack the tar¬
get makes before the end of your next turn takes a penalty
to the damage roll equal to your Charisma modifier.
Level 21: 2[W] + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.
Kuldar literally means “axe-cutter,” but the term
is used for different kinds of heroes who fight in
Moradin’s name—from those who wade into the fray
with axe or hammer, to those who fire away with
bow or wand. The Kuldar includes orders of warriors
who worship Moradin, from the elite Hammers of
Moradin to the sacred Soulforged knighthood.
Some of the fiercest Kuldar come from the Dawn
Forge monastery, hidden away in the mountains
beyond Hammerfast. These zealous avengers temper
both weapons and souls in astral fire, and they eter¬
nally carry out the fight against giants and titans that
has waged since the Primordial War. Their most elite
members have perfected divine attack forms that
draw inspiration from the works of Moradin.
Daily ♦ Divine, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, you regain hit points equal to
your Dexterity or Intelligence modifier each time you hit an
enemy with an attack. Additionally, until the stance ends
you can make the following at-will attack:
Immediate Interrupt Melee 1
Trigger: You are bloodied or reduced to 0 hit points by an
enemy’s attack
Target: The triggering enemy
Attack: Wisdom vs. AC
Hit: 1 [W] + Wisdom modifier damage and ongoing
5 damage (save ends).
■ lllliLlllUiillillilMTTTTnrfffflfl
Like Moradin working the Soulforge, you scorch your enemy
with astral fire as you hammer at him relentlessly.
Encounter ♦ Divine, Fire, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1 [W] fire and radiant damage.
Effect: Once per turn until the end of your next turn, you
repeat this attack against the target of this power as a
minor action. Additionally, until the end of your next turn,
your melee attacks deal extra radiant and fire damage
equal to your Dexterity or Intelligence modifiers.
The Kuldar
March 2010 \ DRAGON 38S
Channel Divinity.- Moradin's Faithful
The Nalauk
Moradin smiles most upon the Nalauk, the “ever-
toiling,” who spend their lives crafting and mining.
Without such honest workers, civilization would
crumble. In their guts burn the fires of the Soulforge,
driving them to work tenaciously, to build, or to
gather so others might build more. Though they are
not gifted with great spiritual powers, the Nalauk are
the center of the Moradin worship in any community
that reveres the deity. The most important duty of
the Kuldar is to protect the Nalauk and their cre¬
ations, and the most sacred duty of the Sonnlinor is to
mentor and guide each generation of these laymen.
CHARACTER OPTIONS
Those who devote themselves to Moradin have an
assortment of character options that reflect the vir¬
tues of the Sonnlinor and set them apart from those
of other faiths.
SOULFORGED
“I have been tempered by the white flames of the Soulforge
itself I will not break!”
Prerequisite: Must worship Moradin and have
the Moradin’s resolve Channel Divinity power
Millennia ago, when the dwarves fought for their free¬
dom from the giants, a pair of champions arose. Twin
brothers Gildur and Toris Irontop fought fiercely and
bravely, crying out to Moradin with each victory. They
seemed unstoppable . . . until they came up against
Durandus, “the Iron King.” Their axes could not nick
his stony hide, and their hammers cracked against
him. In the end, Gildur fled into the mountains with
his grievously wounded brother on his back, praying
to Moradin for guidance.
That night, both brothers had a vision of when
Moradin first forged the dwarves from iron, bed¬
rock, and diamonds. Each gained understanding
of the Soulforge’s power; Toris used its white fire to
strengthen his body and soul, and Gildur used it to
forge a hammer that could smash through iron like
glass. When they battled Durandus a second time,
both of their weapons glowed white with the heat of
the Forge, burning, cutting, and crushing Durandus
until he was no more.
After their victory, the brothers gathered the most
pious followers of Moradin and taught them what
they had learned. These devotees formed the first
generation of the Soulforged knighthood, which has
spent thousands of years mastering the white fire,
and using it to protect Moradin’s followers.
Soulforged Paragon Path Features
Reforged Action (11th level): When you spend
an action point, you regain use of Channel Divinity
or one divine encounter attack power of 11th level or
lower.
Weapon of the Dwarf-Father (11th level): You
gain the weapon of the dwarf-father power.
Weapon of Soulforged Feature 11
the Dwarf-Father
Your weapon glows with the power of Moradin’s forge.
At-Will ♦ Divine, Fire, Radiant
Minor Action Melee touch
Target: One weapon you are holding
Effect: Weapon attacks made with the target weapon deal fire
and radiant damage instead of their normal damage types.
Additionally, the weapon emits bright light in all squares
within 15 squares of you. This effect lasts until you end it as
a free action or until you end your turn and are not holding
the target weapon.
Foe Hammer (16th level): If you use Moradin’s
resolve with an attack that uses the weapon under the
effects of your the weapon of the dwarf-father power,
you also deal ldlO extra radiant and fire damage
with that weapon until the end of your next turn.
If the attack scores a critical hit, the target is also
stunned until the end of your next turn.
Soulforged Prayers
Your weapon glows bright with the heat of the Soulforge. It
hurtles into one enemy, and then releases a searing blast of
celestialfire.
Encounter ♦ Divine, Fire, Radiant, Weapon
Standard Action Melee or Ranged weapon
Primary Target: One creature
Primary Attack: Wisdom vs. AC.
Flit: 2[W] + Wisdom modifier fire and radiant damage.
Effect: Make a secondary attack.
Secondary Target: Each enemy within 3 squares of the
primary target.
Secondary Attack: Wisdom vs. Fortitude
Hit: 1 d8 + Wisdom modifier fire and radiant damage,
and the secondary target is dazed until the end of your
Tempered Soulforged Utility 12
Like adamantine forged in the Soulforge, you are unbreakable.
Encounter ♦ Divine
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to Fortitude and Will until
the end of your next turn, and a +5 power bonus to your
next saving throw made before the end of the encounter.
March 2010 \ DRAGON 38S
Channel Divinity.- Moradin's Faithful
Soul of the Dwarf-Father Soulforged Attack 20
You call out to Moradin, praying for his greatest blessings.
Your body and weapon glow with astral light that sears your
enemies and drives them back.
Daily ♦ Divine, Fire, Radiant, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wisdom vs. AC.
Hit: 2[W] + Wisdom modifier fire and radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, your attacks deal
extra fire and radiant damage equal to your Wisdom
modifier, and enemies treat all squares adjacent to you
as difficult terrain.
HEROIC TIER FEATS
Any feat in this section is available to a character of
any level who meets the prerequisites.
Fortifying Word
Prerequisite: Cleric, healing word class feature
Benefit: Targets of your healing word also gain a
+4 power bonus to Fortitude and to saving throws
against poison until the end of your next turn.
Pupil of the All-Father
Prerequisite: Any divine class, must worship
Moradin
Benefit: You have mastered the Enchant Magic
Item and Make Whole rituals, and can perform them
without a ritual book.
When using Enchant Magic Item to enchant weap¬
ons or armor, you perform the ritual as if you were
four levels higher.
Once per day, you can perform the Make Whole
ritual without expending components, as long as the
component cost would have been 100 gp or fewer.
Shared Vitality
Prerequisite: Any divine class, must worship
Moradin
Benefit: When you use your second wind, you
can choose to regain no hit points, but allow an ally
within 5 squares of you to regain hit points equal to
your healing surge value.
Stone Cunning
Prerequisite: Dwarf or must worship Moradin
Benefit: You gain a +2 feat bonus to Dungeoneer-
ing checks and a +2 bonus to any skill check made to
detect a trap, hazard, or secret door.
Symbol of the Sonnlinor
Prerequisite: Any divine class, must worship
Moradin
Benefit: You gain proficiency with all military
hammers, axes, and picks, and you can use any
hammer, axe, or pick you wield and are proficient
with as an implement for any divine power you use.
MAGIC ITEMS
■HUH
| Avalanche Boots
Level 10
These heavy leather boots are covered in thick rock dust, and
will not clean off no matter how well they are scrubbed.
Lvl 10 5000 gp
Item Slot: Feet
Property: Whenever you hit with an attack that pushes a
target, you push the target 1 extra square.
Property: After charging, you can shift 1 square before your
Belt of
Level 6+
Sonnlinor Righteousness
This iron-plated belt was first crafted by the Sonnlinor to pro¬
tect against the underhanded tactics of goblins and giants.
Lvl 6 1,800 gp Lvl 26 1,125,000
Lvl 16 45,000 gp
Item Slot: Waist
Property: You gain resist 10 to all damage when you have
0 hit points or fewer.
Level 16: Resist 20.
Level 26: Resist 30.
Power (Daily): No Action. Trigger: An attack reduces you to
0 hit points or fewer. Effect: The triggering attacker takes
damage equal to the damage you took from the triggering
attack.
1 Dwarven Thrower
Level 2+ 1
The weighted haft of this mithral weapon i<
; engraved with
images of giants being struck down by dwarven throwing
hammers.
Lvl 2 +1 520 gp Lvl 17 +4 65,000
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000
Weapon: Hammer, axe
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Property: This weapon can be used as a heavy thrown weapon
with a range of 6/12.
Power (Daily): Free Action. Trigger: You hit a Large or larger
creature with an attack using this weapon. Effect You deal
2 extra damage per plus of the weapon.
About the Author
Michael Haneline started playing D&D® when he was eight
years old, when he and his best friend found an original D&D
Basic boxed set at a local garage sale. He has been playing,
DMing, and designing ever since. This is his first Dragon®
article, and he’d like to thank his friends Dan, Justin, Jessica,
Genevieve, and Tex for their support.
March 2010 j DRAGON 385
Channel Divinity: Ioun
By Andrew Schneider
Illustration by Tyler Jacobson
Overlooking the crystal clear ocean of the Feywild stands a towering lighthouse, its
beacon illuminating the path to safe harbor. Straddling a bleak desert crossroads in the
Shadowfell, a caravanserai sends light onto the night sands, welcoming any who cross
her threshold in peace. Far beneath the earth, hidden among the labyrinthine halls
of a dragon ossuary, an obsidian archway opens onto a lively tavern. These and other
remote structures are redoubts of the collectors, an ancient order of Ioun dedicated to
preserving knowledge in preparation of coming darkness.
March 2010 | DRAGON 38S
Channel Divinity.- Ioun
The Collectors were founded in the heyday of the
human kingdom of Nerath. They had a strong pres¬
ence in every city of appreciable size, maintaining
great libraries and archives, and facilitating free and
open access to new discoveries and research. The
order was nearly destroyed in the chaos surrounding
the fall of Nerath, and their collections were lost to
the winds.
The surviving collectors—mostly field agents oper¬
ating far from the oversight and knowledge of the
order’s central administration—held a conclave in the
charred ruins of the Imperial library. Sifting through
remembered histories and prophecy to understand
how everything had gone so wrong, the collectors
came to one, devastating conclusion: Nerath was no
accident. They came to believe that an unknown force
had manipulated events to their disastrous outcome,
and that this was not the first time such events had
transpired.
The Collectors splintered into three distinct
branches: the chroniclers, the excavators, and the
seekers. The chroniclers would travel the world, seek¬
ing out geniuses, experts, and prophets to record their
thoughts and ideas, and preserve them for future
generations. The excavators were to brave dangerous
ruins, recovering valuable artifacts for study and use
against the force they came to call, simple, the Enemy.
The seekers vowed to undertake the most danger¬
ous task of all: Ferret out the identity of the Enemy,
and strike before it could strike against knowledge
and civilization once more. Each branch founded
a remote, fortified outpost and began rebuilding,
promising to meet and share their findings once each
decade.
Fifty years ago, the seekers never arrived at the
meeting, and haven’t been heard from since. Further¬
more, teams sent to investigate their headquarters
deep beneath the ruins of the Imperial library never
returned. The remaining branches quickly estab¬
lished a bevy of smaller redoubts, began actively
recruiting new members, and spread their knowledge
far and wide, so that if and when the Enemy next
strikes, some would survive. At the same time, the
order’s curators have begun carefully reconstructing
existing seeker data, following their footsteps to the
edge of oblivion.
Be it dedicated to the excavators or the chroniclers,
a Collector redoubt is open to travelers and pilgrims,
and the collectors on duty take great pains to aid visi¬
tors. For a nominal donation, they provide reference
and copying services, as well as classes in the analy¬
sis, manufacture, and repair of ancient magic. On
occasion, they even lend out pieces of their collection
to worthy and persuasive heroes, with a team stand¬
ing by ready to retrieve the borrowed artifact should
those heroes fail or renege on their promise.
GAINING AND USING
A SKILL POWER
(Reprinted from Player’s Handbook 3, page 164)
You can gain and use only the skill powers asso¬
ciated with your trained skills. Whenever you
reach a level that grants you a utility power from
your class, you can choose a skill power in place
of a class power. The skill power you choose
must be of the same level as or lower in level
than the class power you would have gained.
You can use retraining ( Player’s Handbook,
page 28) to replace a class power with a skill
power and vice versa, as long as the new power
is of the same level as or lower in level than the
replaced power.
You cannot replace a utility power from a par¬
agon path or an epic destiny with a skill power.
March 2010 | DRAGON 38S
Channel Divinity.- Ioun
EXCAVATOR
In, out, and alive- that’s the excavator motto. Though you
might share paths with tomb robbers or monster slayers,
yours is a higher calling: knowledge. There will always be
another artifact and another team to do the job, but noth¬
ing can replace what you’ve seen with your own eyes.
—Curator Aramais
Those seeking to find knowledge in the form of
artifacts and treasure might be recruited by the
Collectors to assist them in this capacity. However,
although a job might suit you, the organization
surrounding the job might not. The following back¬
ground could provide your character with a few
interesting hooks.
Banished from the Order: You were an exca¬
vator, trained by the Collectors to find a way into
dangerous vaults and trapped tombs, recover precious
artifacts, and escape. Unfortunately, one of your mis¬
sions triggered a terrible curse, and the curator of
your chapter cast you out, unwilling to risk the curse
falling upon the rest of the order. What is the nature
of your curse? Do you seek a cure, or are you resigned
to live with the consequences? What artifact cursed
you? Do you have it still, or is it in the hands of the
Collectors? Perhaps you were part of a team prior
to your current adventuring party. Were they also
cursed, and if so, what happened to them?
Associated Skills: Acrobatics, Thievery
Associated Languages: Supernal
Skill Powers
It takes both luck and extraordinary skill to find a
way in and out of ancient, guarded places. The Col¬
lectors train their members in esoteric techniques to
draw on both luck and skill and unleash the result at
just the right moment.
You spend energy and tap into the web of magic that connects
everything, ready to create a few temporary holes.
Encounter
Immediate Interrupt Personal
Requirement: You must have at least 1 healing surge.
Trigger: A creature uses a burst or blast power that includes
Effect: You spend a healing surge but regain no hit points. The
triggering burst or blast does not target you or your square.
Drawing on pure stubbornness, you’re ready see your way
through disaster.
Encounter
Minor Action Personal
Requirement: You must have at least 1 healing surge.
Effect: You spend a healing surge but regain no hit points. You
make a saving throw against every effect on you that a save
As you watch your allies, you draw upon past lessons to shout
out a few pointers.
Daily
Minor Action Close burst 5
Requirement: You must have at least 1 healing surge.
Target: Each ally in burst
Effect: You spend a healing surge but regain no hit points. Each
target can regain one expended encounter utility power of
level 10 or lower.
As long as you survive the aftertaste, this concoction can keep
you going on borrowed time.
Daily
Immediate Interrupt Personal
Trigger: You are reduced to 0 hit points or fewer and don’t die
Effect: Dying does not cause you to fall unconscious until the
end of your next turn. You automatically fail a death saving
throw if you are still dying at the end of your next turn.
Sustain Minor: The effect persists until the end of your next
turn, and you automatically fail a death saving throw if you
are still dying at the end of your next turn.
Deliverance of Faith Religion Utility 6
You give of yourself in the belief that somewhere, something
will give a little back.
Encounter
Minor Action Personal
Effect: You spend a healing surge but regain no hit points. You
gain temporary hit points equal to your healing surge value.
March 2010 \ DRAGON 38S
Channel Divinity.- Ioun
CHRONICLER
To know, to learn, is to become greater thanyou are. With¬
out the knowledge of the past, we will never progress to a
brighter future.
-Curator Olivia
Before your character started adventuring, perhaps
he or she was a member of the Collectors, and, more
specifically, a chronicler for them. You can use the
following background to help integrate the Collectors
into your character’s story.
Too Many Secrets: You were a respected field
agent of the Collectors, following the trail of lost
knowledge, identifying likely ruins for later excava¬
tion, and wresting knowledge from those who would
hoard or misuse it. Then you uncovered information
that rocked the foundations of your beliefs in the
Collectors and their mission. Unable to reconcile the
information you found with your experiences as a
chronicler, you resigned from the order to search for
the truth. What did you find out about the Collectors?
Do you reveal this information to those you meet, or
do you hold it tight and secret against the dictates of
Ioun? Does anyone else know what you do, and if so,
what has happened to them?
Associated Skills: Insight, Streetwise
Associated Languages: Abyssal
Skill Powers
With their keen minds and ready access to nearly for¬
gotten lore, chroniclers take pride in being prepared
for nearly any situation.
Natural Terrain Nature Utility 6
Understanding
You alert your allies to hidden advantages in the nearby ter¬
rain, giving them an opportunity to shift the battle and defend
them el c
You catch an error at the last moment, correcting a mal-
formed glyph before it can ruin your ritual.
Daily
Free Action Personal
Trigger: You make a skill check to perform a ritual and dislike
the result.
Effect: Reroll the check with a +4 power bonus. You must use
the second result.
Practiced Dungeoneering Utility 16
Mental Defense
Your experience with unnatural mental influences has taught
you how to snap an ally back to his or her senses-mostly-with
a word.
Daily
Immediate Reaction Close burst 10
Trigger: An effect dominates or stuns an ally within 10 squares
Target: The triggering ally in burst
Effect: The effect dazes the target, instead of dominating or
stunning the target.
Your studies in history have exposed you to a variety of lan¬
guages, which sometimes allows you to understand a language
in which you aren’t fluent.
Daily
Free Action Personal
Trigger: You see or hear a language you don’t understand.
Effect: You can understand, read, speak, and write the
triggering language until the end of the encounter.
Encounter
Minor Action Close burst 3
Target: Each ally in burst
Effect: The target gains a +2 power bonus to AC until the end
of your next turn. In addition, the target can shift 2 squares
as a free action.
You call out choice verses of prophecy. The knowledge that
destiny is on your side renews your ally’s vigor.
Encounter
Immediate Reaction Close burst S
Trigger: An ally within 5 squares of you spends a healing surge
Effect: The triggering ally gains 3d6 temporary hit points.
Level 21: 3d12 temporary hit points.
HEROIC TIER FEATS
The following feats are useful for Collectors who seek
out lost or hidden knowledge.
Dungeon Experience
Prerequisite: Trained in Dungeoneering
Benefit: You can use Dungeoneering in place of
Thievery to disable traps and open locks.
Traveler’s Insight
Prerequisite: Trained in Insight
Benefit: You gain a feat bonus to Insight checks
equal to the number of languages you know.
About the Author
Andrew G. Schneider always wanted to be a wizard when he
grew up, but now instead of throwing fireballs, he makes magic
with words. An author and freelance game designer, he also
serves as Cormyr’s writing director for Living Forgotten Realms.
Andrew lives in his hometown in the Washington, DC area.
March 2010 | DRAGON 38S
CONFESSIONS OF A FULL-TIME WIZARD
The Shelly Awards
BY SHELLY MAZZANOBLE
illustrations by William O’Conner
I love awards season! The upsets, the rivals, the red
carpet disses with Joan Rivers! It’s the time of year
when we don our best threads and honor the best of
the best of the previous year. It’s apparently also the time
of year when cheating husbands come out of the wood¬
work. (Really, Jesse James? Seriously?)
Certainly plenty went down in your D&D campaigns
that would be worthy of an accolade. I know it’s true for
me. So without further ado, I’d like to honor the excellent
adventures and supporting casts who made the past year
so memorable.
March 2010 | DRAGON 38S
CONFESSIONS OF A FULL-TIME WIZARD
CATEGORY:
Best Dungeon Master
Sure, I’ve had other DM’s. Yes, others are willing to
play with me, despite my reputation. Never underesti¬
mate the power of baked goods.
The nominees are:
Michael Low: Mike gets major props just for the
Australian accent. Even hearing the words “knocked
prone,” “23 points of damage,” and “three failed
death saves” sounds downright pleasant with his
down-under lilt.
But still, Michael is responsible for the death of one
of my most beloved and beleaguered characters: Kevin
Rogers (more on him later). A lot of Dungeon Masters
might take great pleasure in beating the tar out of such
an adored character, but Michael seemed almost as
traumatized as I was at Kevins untimely demise.
He also designed a bitchin’ computer program
that tracked our initiatives, conditions, bonuses, and
weaknesses, and projected them all on a large screen.
Perhaps I was paying more attention to the blinking
crimson line he surrounded Kevin’s name with than
to the crimson lines oozing out of Kevin on the play-
mat. In either case, Michael gives new meaning to the
phrase, “killing me softly.” Nicely done, mate. Now,
when do you tell me it was all a bad dream?
Bart Carroll: It was my first ever D&D game
outside of work or a convention. It was a Saturday
afternoon! My favorite friends were coming over!
I had a freshly rolled up lst-level razorclaw shifter
avenger itching for a little excitement. Not having
DMed in months, Bart was eager to take the helm
and run us through a single combat encounter set in
the Chaos Scar. It was going to be a great day.
Bart spent days prepping for the big adventure-
almost as long as I spent prepping the dinner menu.
And then someone had a grand idea: microbrew taste
test. Sure! This is the Pacific Northwest. We invented
multitasking with microbrews.
Everyone showed up armed with dice, pencils,
guacamole, and beer. A plethora of porters! A surplus
of stouts! And a dazzling array of aromatic IPAs. We
sipped and judged and rolled dice, all while trying
to rescue a horse from a sinkhole (it broke my heart)
while fighting off giant ants and that lunatic Pung-
the jackass with the stupid name who screeched at us
from atop the sinking wagon.
And then our eladrin sorcerer developed beer
muscles.
“I wanna get up in Pung’s grill,” she slurred.
“Pung’s Grill,” someone said. “I think I ate there
once in Miami.”
“But you’re a sorcerer,” I said. “Can’t you just chill
out and cast a few chaos bolts?”
“Chaos bolts are for weenies,” she answered. “This
clown is getting a knuckle sandwich.”
And then she burst out laughing, thinking about a
clown named Pung. And then I got the giggles. And
then the eladrin sorcerer’s husband lost it. And sadly
Bart lost us all. We tried to hiccup our way through
the encounter, but it was like our characters had
been imbibing those several pints of microbrews. The
warden tripped over a cobblestone when he tried to
charge one of Pung’s believers. The rogue didn’t even
try to dodge the giant ant’s grasping mandibles. And my
avenger was knocked off the wagon by a minion! A
minion! The sorcerer—forget it. When she got knocked
prone, she vacated to the living room to watch TV.
“Save yourselves!” she called to us. “HouseHunters
is in Belize!”
And that was before Bart trotted out the fell taint.
Oh boy.
I never did find out how the encounter ended,
but I did discover a delicious IPA and a player with a
shorter attention span than I have.
New DM: Yeah, yeah, it’s no surprise New DM
gets a nod. He should, simply for the fact that he
hasn’t quit us yet.
New DM does all the things I think a great DM
should do—makes sound effects, tells interesting sto¬
ries, has a freaky memory not just for what happened
in last week’s game but what happened a year ago
(and you have no idea how often I ask him to refer¬
ence something).
He’s also incredibly patient. I know I’ve said that
before but it bears repeating. Playing D&D at work is
not easy, because sometimes you have to work. Poor
New DM lugs his minis and playmats and markers
and magnetic nametags to the Lost Temple confer¬
ence room only to find out Marty is in a meeting,
Hilary called in sick, and Kierin has to leave early. Or
better yet, the room has been commandeered by ores.
Or worse, upper management. Our game gets can¬
celed, postponed, and backburnered more times than
I pretend that I don’t hear New DM telling me Tabitha
took damage. And yet he still comes back, week after
week. What does this tell you? The guy is clearly a
couple fries short of a Happy Meal. And so are we for
willingly following him into vacant conference rooms.
March 2010 | DRAGON 38S
CONFESSIONS OF A FULL-TIME WIZARD
Chris Lindsey: The jury is still out on this guy,
because I’ve only played two games with him at the
helm, but his trash talking earned him a nod. Chris
has graciously agreed to run a weekly lunchtime
Encounters game. He and I sit right next to each other
at the office, with nothing but a six-inch wall between
us. Several times a day, we have conversations that go
something like this:
“How come you didn’t give Herteus a renown
point for his moment of greatness?”
“Hmm... was his moment of greatness when he
tripped over his feet on the suspension bridge or tried
to use send thoughts to make the table of dwarves at
the Yawning Portal buy the party a round of drinks?”
That was a brilliant use of send thoughts, I maintain.
Occasionally I glance up and spy him staring into
the great white nothingness.
“What are you dreaming up there, buddy?” I ask.
“Different ways to kill your character,” he answers.
Sigh... when will I ever learn?
And the award goes to ...
New DM! Duh.
CATEGORY: BEST SUPPORTING
Characters
I’ve realized that it’s okay to branch out once in a
while and try a new class or race—maybe experience
a completely new role in the party. I have also learned
that I make a terrible fighter, despite my best efforts.
It’s no surprise how attached I get to my characters.
All of them. That’s why this was an especially tough
category. But there can be only one winner.
And the nominees are:
Tabitha, for her role as tielfing wizard in the Wyld
Stallyns. Surprise! Not having Tabby in this category
would be like not nominating Meryl Streep for Best
Actress. Tabby’s had her ups and downs. Down as in
offering up a part of her sold to bring her beloved
bear friend to life at the expense of her party members.
And up as in casting flaming sphere nineteen = times
this year and hitting every time. And selling part of
her soul to bring her beloved bear friend to life. Come
on, that’s pretty badass.
Lunesto C. Crabb, for his role as razorclaw
shifter avenger in The Big Baddies. Lunesto was a
suave, shifty, little beast. I loved his affected accent
and ascot-adorned self. It was noble of him to vow to
avenge the murder ofhis brother Carlton C. Crabb,
whom he was told died of natural causes. Lunesto
begs to differ. One eyewitness claims he was drowned
in a toilet bowl.
Lunesto never found out the truth, but he did get
pushed around by a minion and almost kicked in the
head by a horse. And surely greatness would have
been his if only his player had been functioning with
a sound mind. Sorry about that, buddy. Next time
we’ll play on a work night.
Kevin Rogers, for his role as minotaur barbarian.
Yes, minotaurs can be named Kevin. (Bite it, Mike
Mearls!) Kevin had grand artistic aspirations, but
alas, minotaurs aren’t exactly known for their sensi¬
tive souls. He was a poet with a penchant for sonnets
and sunsets, but his size and clumsy strength forced
him to take up barbarian as a day job. He never
thrived in this career, and never was it more evident
than when he faced off against an orium dragon in
a playtest. Maybe it was his pacifist nature. Maybe
it was the sun just about to set in the distance. Most
likely it was that damn crumbling bridge.
Whatever the reason, Kevin couldn’t bring himself
to attack the beautiful dragon. She was a mother!
She was protecting her young! So he took damage.
Then he took more. And more. And then he missed
on all three ofhis attack rolls (perhaps deliberately).
And then he died. Quickly. And not “quickly” as in,
“he never felt a thing.” But as in, within the first 25
minutes. It practically took me longer to create him
than to kill him! I was devastated, as I happen to
love minotaurs and playing D&D for longer than 25
minutes. Rest in peace, Kevin. I’m sure someday we’ll
find out this was all just a bad dream.
Herteus Maximus, for his role as tiefling psion
in D&D Encounters. So technically his given name
is Heretus but he prefers to go by Herteus. Why? So
he can say things like “Bring on the Hert!” before he
ignites his infernal wrath.
Herteus is the kind of a guy you meet on spring
break, and three weeks after you come home, you’re
still talking about what a tool he was. Cocky, dicky,
and clubby in his attire, Herteus would be more at
home working at a Jersey Shore- style t-shirt shop than
working the crowd at the Yawning Portal. You want
to hate his guts. You want him to button his shirt past
his navel. And yet he’s got the goods to back up that
attitude. He can blow up your head just by thinking
about it! Watching those beautiful ribbons of pain
swirl around his opponent’s head is just too cool. Or
maybe he’s just making you think he is.
And the award goes to ...
Kevin Rogers! Sorry, Meryl. The tragedies always win.
March 2010 \ DRAGON 38S
CONFESSIONS OF A FULL-TIME WIZARD
CATEGORY: BEST ADVENTURE:
Every great D&D game consists of those “OMG”
moments strung together like the links on a chainmail
shirt. The Wyld Stallyns have had their fair share and
most came from these stand-out adventures.
The nominees are:
Keep on the Shadowfell: The other day I was
at Target and wandered over to the patio furniture
section. In the garden section I saw these innocuous,
ceramic cherub statues. I screamed. I couldn’t help it.
Every time I see those pudgy-cheeked angel babies,
I’m reminded of those horrible Shadowfell infant stat¬
ues that turned an innocuous nook in the dungeon
into a toilet bowl trap of doom. Getting beat up by
babies-even stone statue babies-is not cool!
It pains me to remember our time in the Keep
on the Shadowfell, but not just because of those
horrible statues. This is where the Wyld Stallyns
lost a beloved party-member: Herbert Brown, a
brave dragonborn fighter who got up and close
and personal with a deadly portal. We should have
known things were going to end badly when New
DM greeted us in the Shadow Rift, our last encoun¬
ter, with the words “Orcus statue” and “Crimson
streams spill from above.”
Tabitha’s Arcana check resulted in the knowledge
that if anyone passed through the portal, they would
probably die instantly. And there was Herbert Brown.
Inching toward it-drawn forth by the portal’s whis¬
pering lure. He went 5 squares, then 5 more. Then he
was hit with a grasping daw that knocked him prone.
He was only 1 square away from entering unspeak¬
able evil and certain death and yet the rest of the
Wyld Stallyns weren’t close enough (or brave enough)
to save him. Except Tabitha. (Why she was that close
to the portal, I’ll never know.) She ran up to Herbert’s
lifeless body and managed to carry him a safe dis¬
tance away. Impressive, yes, but Tabby’s heroic deeds
proved futile as Herbert Brown failed three death
saves in a row and died right there in Tabitha’s aching
arms. R.I.P. Herbert, you big lug.
Siege of Bordrin’s Watch: One thing comes to
mind when I think of this adventure: Ores. Those
bastards are responsible for the demise of not one, but
two Wyld Stallyns.
The adventure lead us to a seedy districk of
Overlook appropriately called The Blister. Upon our
arrival, we were greeted with a welcoming band of
bounty hunters who ambushed us in the street. Our
halfling warlock, Atticus was taking a beating by one
of the human guards and decided to use his fey pact
ability to teleport onto the roof of a tenement 20 feet
up. Teleporting may be cool, but climbing the ladder
that was perched next to the building in plain site
proved just as effective.
Poor Atticus found himself alone on the roof
with not one, but two guards who proceeded to beat
him unconscious. Figuring they’d loose interest
in a comatose halfling, our healer opted to wait a
round before coming to Atticus’s rescue. But we were
wrong. On their next turn, one of the humans coup
de graced Atticus! The warlock survived, but only so
that he could be killed by the falling damage he took
when the other guard kicked his comatose body off
the roof...
Was that really necessary, New DM?
A little later, with the carcasses of several ores and
fire beetles in our wake, we came to the Nexus—an
eerily empty room with a stone catwalk leading a
hundred feet above to the ceiling. It was our task to
climb to the top and seal the Nexus. It was the job
of the ores to stop us. To add to the fun, every round
more ores spewed into battle from one of the six tun¬
nels surrounding the chamber.
And then there was the skill challenge (and the
fact that our paladin hated skill challenges) that
would allow us to activate the control panel if we suc¬
ceeded, but bring more ores into combat if we failed.
We succeeded, but the scalding water that gushed
from the pipes to fill the room hardly seemed like a
success. Most of us managed to make it to the top of
the catwalk, damaged, bloodied, but alive. But our
skill-check-hating paladin was lollygagging below,
and she became the object of Tusk’s scorn. She took
enough damage to be knocked out, but she was too
far below the rest of the party for anyone to get back
to her in time. The boiling water kept pouring in and
eventually overtook her lifeless body. Dragonborn
soup for the adventuring party’s soul. R.I.P Freya.
Shadow Rift of Umbraforge: This is the adven¬
ture where I decided I would:
A) Always hate shadar-kai
B) Open a bed and breakfast called “The Happy
Beggar.” This dream would be even better if I could
find a nice retired paladin couple to run it for me.
But this adventure certainly wasn’t about getting a
little R&R. Quite the contrary.
The Wyld Stallyns were hot on the trail of that
bugger, Sarshan. And what a pleasure it would be to
March 2010 \ DRAGON 38S
CONFESSIONS OF A FULL-TIME WIZARD
catch him. I fancied myself a soldier of PETA, stop¬
ping a madman from shaving bunnies with lavender
scented shaving cream and squirting pheromones
into the eyes of rats. Hey, the read-aloud text says
Sarshan “magically augments living creatures for
combat” in his creepy arcane tower. What sorts of
images does that conjure in your mind?
But it wasn’t so much Sarshan or the shadar-kai
that were the problem. It was Sarshan’s former under¬
ling, Modra, and his pet death boar. Death boar\ We
fought them both at the foundry along with a crew of
shadowgoblins, two of whom managed to immobilize
half the party with their snaring shot. Once immobi¬
lized, the death boar had its way with us, especially
our new paladin and swordmage. And then there was
that whole lava river thing.
It took us three weeks to finish this encounter, but
we did so with everyone intact and dare I say some
valuable lessons learned about strategic combat.
And the award goes to ...
“Shadow Rift of Umbraforge” in honor of all the bun¬
nies and rats that sacrificed themselves for Sarshan’s
empire
Lifetime
Achievement Award
While it’s fun to bond with different coworkers and
roll some dice while drinking beers on a Saturday
afternoon, the Wyld Stallyns don’t have any competi¬
tion when it comes to my favorite adventuring party.
Although we’re technically not the original cast, it’s
the spirit of the Wyld Stallyns that were all about: A
bit ragamuffin, a tad underdog, and a whole lotta Bad
News Bears. I’m often shocked and amazed when we
make it out of a dungeon alive. Sure, we may forget
who was carrying the Ironfell signet ring that could
have opened the portcullis without our backbreak¬
ing skill checks. And yes, sometimes we do rush out
of deadly spaces without so much as a cursory glance
around to spot the bucket of gold and level 9 magic
item leaning against the stairwell. And oh yes, you
know all about how the Wyld Stallyns handle the dis¬
tribution of magic items.
“I guess we forgot about it,” we sheepishly tell New
DM when he asks who the lucky recipient was.
“You forgot to give someone in your party a level 9
magic item?” he asks in disbelief. “That’s like forget¬
ting to open your Christmas presents. When they’re
wrapped up right in front of you and labeled withyour
name on them!”
And yet, it’s not quite the same when I play D&D
without them. So here’s to you, Wyld Stallyns. Please
keep your speeches short.
That concludes the awards portion of this column.
May the coming year bring you many award-worthy
adventures. Until then!
About the Author
Shelly Mazzanoble loves doling out awards and hopes one
day loan Rivers will recognize her talent and ask her to co¬
host the Fashion Police.
March 2010 | DRAGON 38S
D&D PLAY REPORT
#
———— #
March Madness!
D&D Play Report
BY CHRIS TULACH
This month, we have three big events happening in
Organized Play, all on the back half of the month.
Kicking things off on March 17 is the launch of the
first season of D&D Encounters! Right on its heels is
the first of several D&D Game Days this year, spot¬
lighting the psionically-charged Player’s Handbook
3. And finally, we close out the month with a trip to
PAX East in Boston, where we’ll be running all the
D&D you can play all weekend long!
D&D Encounters
is Almost Here!
The exciting first season of our new Wednesday in¬
store D&D play experience begins on March 17 and
runs until June 2, as players around the world get
ready to tackle the infamous dungeon of Undermoun¬
tain! If you haven’t caught up on what’s going down,
head to your local game store to ensure they’ve signed
up to host sessions of D&D Encounters. You can
check out the D&D Encounters website or mv column
last month for basic program information. Make sure
that a store near you is participating!
Many questions have been asked about D&D
Encounters program specifics over the past weeks,
and with the season’s launch imminent, I’d like to
address some of them here. If you have more ques¬
tions, want to leave feedback, or would like to share
your experiences, head to the D&D Community page
where we have an official D&D Encounters forum
accessible to all community members.
Q, I understand that for this season of D&D
Encounters, I can create my own lst-level char¬
acter or use a pre-generated one included. What
are the rules for creating my own character?
A. The rules are pretty simple. To create your own
lst-level character, follow all the instructions listed
in the Player’s Handbook. You can select rules options
from any player resource for your character, includ¬
ing the Player’s Handbook series, the Power series,
the Player’s Guides, the Adventurer’s Vault series, and
Dragon Magazine content. You can choose any race
that’s received a full “PC race” write-up in any player
book or source. So, for example, shadar-kai is OK,
since it received a full write-up in Dragon, but kobold
isn’t, since it hasn’t received that treatment. You start
play with 100 gold (as normal). You might want to
consider making your character fit in with the world
of the Forgotten Realms, but that’s not a requirement.
Q.. It seems that this season, you can create a
character and then export it into Living Forgot¬
ten Realms. How does that work?
A. At the end of the season, you can take your D&D
Encounters: Undermountain character and play the
character with all the accumulated XP and treasure
you’ve earned in Living Forgotten Realms. When you
finish the season, simply ensure that your character
conforms to the most current rules for that campaign .
Q. Can I have multiple characters? What hap¬
pens if I want to play a new character?
A. You can certainly create more than one character
for D&D Encounters, although you’ll probably want
to play just one for most or all of the season. Since
characters won’t advance too far in the season, you’ll
start each character at 1st level with 0 experience
points and track each character’s XP, gold, and trea¬
sure separately. Your Renown Points are earned as a
player, not as a character, so you’ll keep accumulating
all your Renown Points earned each week.
Q.. Can I use RPGA Rewards cards at the table?
A. No. The D&D Encounters play program has its
own rewards that can be used when you earn them.
March 2010 \ DRAGON 38S
Q.. Tell me more about Renown Points. How do
you earn them?
A. Renown Points are a way to track your accomplish¬
ments with your character in-game and activities
you’re engaged in outside of the game. Each session,
you’ll earn a few points for completing an encounter
(the primary way that you earn points). You can also
earn points for hitting a milestone (which should
happen roughly every 2 play sessions). All the other
Renown Point awards are once per season. Once
you’ve checked off that accomplishment, you’ll earn
the listed number of points, and you can’t earn that
award again during the season. Examples of in-game
accomplishments include hitting a single enemy for
15+ damage in one attack, reviving a dying adven¬
turer ally, and taking 50 points of enemy damage in
a single session. Examples of out-of-game accomplish¬
ments include creating a character using the D&D
Character Builder, creating a character with a Player’s
Handbook 3 feat, and creating a character with a
Player’s Handbook 3 class or race. Most of these awards
can be earned at any point during the season, but
once you’ve earned them, you’ve received that award
and cannot receive it again. On average, a player can
expect to earn about 3-7 points per session, but you
could earn over 10 points in one session if you engage
in a bunch of the Renown Point accomplishments at
one time!
Q. What do you get for your Renown Points?
A. We have a few different D&D Encounters Rewards
cards in this season’s kit. In order to receive the first
card, called the Delver Award, you need to earn 10
Renown Points. After the session in which you earn
your first reward, you’ll be presented with this card.
— f
The next two levels of rewards-the Explorer Award
and the Adventurer Award-are given out at the end
of the season. You can qualify for those rewards by
earning 30 and 50 Renown Points, respectively.
There are a limited number of those Rewards cards
in the kit, so your organizer will have details on how
those cards will be awarded at the conclusion of the
season. Want to see what the first card looks like?
Check it out here .
Q. I saw that you’ll be using social networking
tools to “enhance” the play experience. What
does that mean?
A. We will be using Facebook, the Wizards Commu¬
nity site, and Twitter to make the Wednesday game
experience even more special. Here’s how.
Facebook: On Tuesdays, we’ll post reminders of
the next day’s session, sometimes including a little
teaser information. On Thursdays, we’ll let you know
to head to the Wizards Community site for a recap of
the past day’s action.
Wizards Community Site: Through the D&D Com¬
munity page and official D&D Encounters forum ,
you’ll be able to chat about what happened this week,
talk in-character about the session, and share your
feedback and experiences!
Twitter: Follow @Wizards_DnD on Twitter , bring
your mobile device to the table, and see what comes
up during your game session! Each hour, there’ll be
a new tweet that might change what happens at the
game table-perhaps giving you an in-game benefit or
altering the environment in some way. You’ll know
that the tweet is for D&D Encounters by its hashtag-
#dndenc. Undermountain is a crazy and wild place.
D&D PLAY RE POL.
You never know what strange, latent magic still lurks
in the mad mage Halaster’s creation!
Come join your local game store on Wednesday
nights beginning on March 17 for a new way adven¬
ture each week—one encounter at a time!
March 20: Player’s
Handbook 3 Game Day
Hitting stores on March 20, the weekend after the
first session of D&D Encounters, is the next D&D
Game Day, celebrating the release of Player’s Hand¬
book 3! Last month , we gave some information and a
little sneak preview of one of the characters. Just to
whet your appetite, here’s the full selection of the char¬
acters you’ll be able to play in Beneath the Lonely Tower!
Check out a store near you to pick up your Player’s
Handbook 3 and participate in Game Day!
We have several more D&D Game Days planned for
this year, so tune in next month for more details!
At the brand-new PAX East gaming convention
this year in Boston, Wizards of the Coast will be on
hand as an exhibitor and to offer all sorts of D&D
gaming. You can even catch up on missed D&D
Encounters sessions! Check out our schedule below,
and head to the PAX East website for more informa¬
tion on the show. If you’re looking to volunteer as a
DM, contact our head organizer, Willi Burger . We
hope to see you there!
Brand-New to D&D
D&D Learn-to-Play
Want to learn how to play D&D 4th Edition? We’ll
teach you ah the basics and send you out on your first
March 26-28: PAX East
March 2010 \ DRAGON 38S
#
adventure! Everything is provided for you, and you
can even keep your character. A 3-4 hour D&D 4th
Edition play experience.
Runs Friday 3 pm and 7 pm; Saturday 11 am, 3
pm, and 7 pm; Sunday 11 am
New and Experienced D&D Players
D&D Encounters: Undermountain Session 1
Get caught up with D&D Encounters, our newest
official D&D 4th Edition play program. Journey to
Undermountain, one of the most infamous dungeons
ever created, and uncover the secrets of Halaster’s
Lost Apprentice. D&D Encounters is a weekly, in¬
store mini-campaign played each Wednesday, one
encounter at a time. If you play sessions 1 and 2 here,
you’ll be ready to play session 3 at your local store
next week! You can create your own lst-level charac¬
ter or use one of our pregenerated characters. Session
1 is a 2-hour D&D 4th Edition play experience.
Runs Friday 3 pm and 7 pm; Saturday 11 am, 3
pm, and 7 pm; Sunday 11 am
D&D Encounters: Undermountain Session 2
This is session 2 of the D&D Encounters: Under¬
mountain convention special. See Session 1 for
details. It is recommended that you play session 1
before playing session 2. Session 2 is a 2-hour D&D
4th Edition play experience.
Runs Friday 5 pm and 9 pm; Saturday 1 pm, 5 pm,
and 9 pm; Sunday 1 pm
— f
D&D Convention Delve: Ruins of the Spectral Glade
The deadly woods of the Spectral Glade hold ancient
ruins and priceless treasures. Will your hero van¬
quish the evil at the heart of the forest and claim its
riches or become just one more nameless corpse? Play
as often as you like and earn prizes! 3rd-level char¬
acters are provided. A 1-hour D&D 4th Edition play
experience.
Runs Friday 2 pm-10 pm; Saturday 10 am-10 pm;
Sunday 10 am-2 pm
Some D&D Experience Recommended
D&D Dark Sun Preview: Death in the Arena
Get special sneak peeks at the newest D&D cam¬
paign setting releasing this summer! A templar holds
a relic believed to be the key to unlocking a site of
ancient power. Can you convince an agent of the sor¬
cerer-king to relinquish the Seal of the Seven Winds
without paying the ultimate price? A Dark Sun pre¬
view adventure set in the city-state of Tyr. lst-level
characters are provided. A 4-hour D&D 4th Edition
play experience.
Runs Friday 3 pm and 7 pm; Saturday 11 am and
3 pm; Sunday 11 am
D&D DM Challenge: Horrors of the Underdark
This DM Challenge is a special one-time event run¬
ning only at PAX East! DMs bring their best and most
dangerous 6th-level Underdark adventures for you to
conquer. Rate your play experience to determine the
best adventure of the evening! 6th-level characters
are provided. A 4-6 hour D&D 4th Edition play expe¬
rience. Rules and more information available here.
Runs Saturday 7 pm
D&D PLAY REPORT
Other Events
Three-Dragon Ante Tournament
Play a few rounds of this fantastic card game using
images from the Dungeons & Dragons game! The
tournament winner takes home a stack of D&D
books, and we might have some other surprises in
store! A 4 hour play experience.
Runs Friday 7 pm
D&D Seminar: Save My Game! Live
Have a rules question or a problem at your table?
Keep the action flowing and get DM tips as we
troubleshoot your gameplay and DMing questions.
The Wizards staff takes on all questions and gives
you answers!
Runs Sunday 2:30 - 3:30 pm
That’s all for this time! Have a great March Madness!
March 2010 | DRAGON 38S
AMPERSAND
by Bill Slavicsek
Beyond Essentials and
Other Deep Thoughts
I lied. I’m too busy to share any deep thoughts this
month. But there are a few cool things I wanted to
touch upon. In addition to some neat real-world
events taking place this month, I also have a preview
of our new monster stat block format and a little bit
about how the front list is going to work after the
Essentials products hit the market. Onward!
This Month in Products
We have a number of exceedingly cool products
releasing in just a few short weeks, including Player’s
Handbook 3 (which features the psionic power
source), the Harrowing Halls Dungeon Tiles set (which
includes our first 3-D dungeon pieces), and Hammer-
fast: A Dwarven Outpost Adventure Site (a fully detailed,
ready-to-use dwarven town built atop the ruins of an
ancient necropolis). I’m already using each of these in
my ongoing campaigns.
This Month in
the Real World
Our newest Organized Play program, Dungeons &
Dragons® Encounters, starts on March 17. Check the
retailor locator to see if your FLGS has signed up for
this amazing in-store play program. If not, persuade
them to sign up now! Each week for the entire season,
Ampersand
head to your store to play in the next installment of
the Undermountain campaign. Once the program
begins, be sure to follow what’s happening every
Wednesday night on Twitter. This is just the begin¬
ning of a great new collaboration between Organized
Play and R&D to bring you the best D&D experiences
ever. I’ll talk more about this in the months ahead.
Speaking of special events, Worldwide D&D
Game Day takes place on March 20. This time
around, the event focuses on Player’s Handbook 3.
Check out the D&D Events page for more details, and
go to the retailer locator to find a location near you
that’s participating in the event.
If you show up at PAX East, look for us. We have a
booth and a lot of fun things in store for players of all
We are Monster,
Hear Us Roar!
We’re about to debut our newly formatted monster
stat block. The first place you’ll see the new format is
in the new adventure HS1: The Slaying Stone (on sale
in May). Here are a few samples from that adventure.
You can see that we’ve reorganized the information to
make it easier to use and so that you can immediately
find the details you need to run the monsters. This
format goes into widespread use with the release of
Monster Manual 3 in June.
TM & © 2010 Wizards of the Coast LLC. All rights reserved.
March 2010 \ DRAGON 38S
AMPERSAND
E-Books
Did you know that many of our novels are now avail¬
able as e-books that you can download onto your
favorite reading device? We’re adding more of our
huge list of titles all the time. Check here for more
information on this topic.
Front List in 2011
As I discussed last month, the Essentials line of
products consists of 10 key products that will always
be in stock and will form the core of the Dungeons
& Dragons Roleplaying Game experience moving
forward. Each product is designed to provide a more
streamlined, more directed, and less expensive
experience for the user. These products don’t replace
the existing Player’s Handbook, Dungeon Master’s
Guide, or Monster Manual. They represent a separate
pathway into the game. These 10 key products come
out throughout the months of September, October,
November, and December.
In January, 2011, our new front list products begin
rolling out, providing expanded game options and
materials for all players. We’re going to continue to
use the lessons we learned from Essentials while
applying the innovation and design we’re known for.
You’ll see options for players that include new power
sources, new class and race options, and even more
universal options that work with the material you’re
already playing with. For Dungeon Masters, options
will include new campaign elements, new monsters,
new tools to help plan and run the game, and more.
These products will include our traditional formats,
but you’ll also see new formats as well. There’s excit¬
ing things coming for D&D, and we’ll get more and
more into this topic as the year progresses.
Until next time, keep on playing!
April 2009 | DRAGON 374